Barbarian tut 3, 2. event (build Donjon)

Bug #732806 reported by LAZA
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Low
Nasenbaer

Bug Description

I played this Tutorial three times and i never build a barack to expand.
When i get the second event (footprints, build a Tower near there), it is not possible to build baracks - this is intentionally.
BUT: If there is no space for a bigger building left this scenario is not unable to finish!

It would make more sense to wait a longer time till the player gets the event
or
wait till the player himself has expanded this area and request then an tower.

Host: Ubuntu 10.04.2 (64 bit) with Virtualbox 3.2.12
Guest: Windows 7 (64 bit)
Widelands: build 5882

BTW: This building (tower) is not in the barbarian economy network, so i don't know his 'real' name...

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

You're right. I thought this event was triggered when the territory was expanded enough to see the tracks. Could this be a regression? Then again, I usually start by building a sentry, so I wouldn't know.

Since the policy for build16 now is no more changes to maps, I target this to build17.

The building is called a donjon, btw. Small tip: when reporting bugs, I normally switch the language to English in order to get the proper name of buildings/tools/workers/etc. It doesn't take a lot of time, and it makes it easier for others. :)

Changed in widelands:
importance: Undecided → Low
milestone: none → build17-rc1
status: New → Confirmed
tags: added: barbarians campaign
summary: - Barbarian tut 3, 2. event (build Tower)
+ Barbarian tut 3, 2. event (build Donjon)
Revision history for this message
LAZA (laza74) wrote :

It is definitly not an DONJON!
The picture is an high Tower, and neithr on this map:
http://wl.widelands.org/wlmedia/online_help/network_graphs/barbarians/barbarians.pdf
nor on this description:
http://wl.widelands.org/help/barbarians/buildings/

On the other hand, has the picture changed?

Revision history for this message
Nicolai Hähnle (nha) wrote :

The ingame graphics for many of the barbarian buildings were recently changed, and it looks like not all of the game-external resources have picked that change up yet.

Revision history for this message
SirVer (sirver) wrote :

The graphics should have been updated in the online help. I opened a website bug for this: bug 734725

Revision history for this message
SirVer (sirver) wrote :

I think we can set this to Won't Fix for now. The dismantle feature should ripping and rebuilding a medium building viable in the scenario. If someone disagrees, speak up and/or reopen.

Changed in widelands:
status: Confirmed → Invalid
status: Invalid → Won't Fix
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

I'm not really objecting, but I have a question. This is issue is partially due to the fact that the event seem to be triggered based on time, rather than whether the player has expanded and has the tracks in view. If the event was triggered by expansion, the player would have the newly aqcuired area to place a donjon on. In the current case, the player might have focused on getting the food production up and running, and delayed expansion. Is this intentional, in case the player has not started expanding, even after the inital buildings has been established?

Revision history for this message
LAZA (laza74) wrote :

For me, HJD is right (IMHO).
The event should only triggered after building at last one barack... - too be shure, there is the possibility to build a Donjon.

@all:
Reopen and set to the next milestone?
Other suggestions?

Revision history for this message
SirVer (sirver) wrote : Re: [Bug 732806] Re: Barbarian tut 3, 2. event (build Donjon)

The event happens under the following conditions:

1) 240000 in-game seconds have elapsed AND the player has at least one
    hunter hut
2) OR the field 65, 28 is seen by the player.

I have no objections to adding the condition that a barracks needed to
have been build. The question is if we want to do this and if so, now or
after build 17?

Revision history for this message
LAZA (laza74) wrote :

For me is the only consequential condition 2:

Field 65, 28 is seen by the player

This means:
The player build at last min. 1 barrack (i hope, i be right - as i remember, i had to build 2 barracks)

For me, the condition under 1 is also a good idea, BUT imho the time-controlled part is not needed.

> The question is if we want to do this and if so, now or
> after build 17?

Thus i'm not a hacker, just a player: No comment.

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

The timed event might be useful in case the player simply doesn't start expanding, and need a nudge. I do think this part of the mission can be tweaked but I am not really sure how. Therefore I think this should be delayed until build18, where we will have better time to revert or further tweak a solution if we want to change it rather than rushing something out now.

Revision history for this message
SirVer (sirver) wrote :

alrighty, setting to incomplete again. Let's see what we think of this
in 60 days time.

  status incomplete

Changed in widelands:
status: Won't Fix → Incomplete
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

I am not sure if the scripting is currently up for this idea, but here is a suggestion; untill the player has built a donjon and resolved the event, only allow the player to build sentries close to the headquarters. I think what we want to achieve is that the player builds a donjon in order to progress close to the tracks. So an alternative approach would be to mark the area closest to the HQ (could simply be based on a radius/x fields from the HQ). Inside this area, sentries are allowed for inital expansion, though outside this area it would not be allowed untill the event is resolved. In other words, sentries can be used to expand for a while, but then the player is forced to switch to a donjon.

In the case where a player doesn't expand, the sentry is available as a buildable building, but when the time-based event is triggered, this choice is suddenly removed. I think it might make sense to still allow players to expand the intial bit with sentries, before a donjon. This would also make it somewhat closer to what happens if you expand from the start and find the tracks on your own.

Might need some tweaking, but could be something to consider. In addition to whether this is currently possible, we might have some issues with defining the area; both to not prevent expansion further east which should not interfere and restrict it so that the player cannot simply build around the tracks and skip the event.

Revision history for this message
SirVer (sirver) wrote :

This is not possible currently. buildings can only be enabled for a
player globally, but not forbidden inside an area. This would be
essentially enable - i.e. show it in the menus and statistics - but
can't be build inside an area.

I also have trouble with getting this through to the player. It is hard
to explain that she is allowed to only build inside an area and where
this area ends. I think this would make more trouble than its worth in
this specific case.

Nasenbaer (nasenbaer)
Changed in widelands:
assignee: nobody → Nasenbaer (nasenbaer)
Revision history for this message
Nasenbaer (nasenbaer) wrote :

Until now the time until the event poped up was just 4 minutes (+ hunters hut built). I checked the behaviour in game and even if you were fast clicking to build up all buildings as soon as possible, those 4 minutes were on the border of "not enough time". I highered the conditional to 15 minutes. If a player has made his/her way to the 3 campaign map, but still needs longer than 15 minutes to build up a basic economy + some sentries... well... ;)

On the other hand if a player does not expand to the right direction, 15 minutes (from the beginning of the game) are not that long until the next objective will at last appear - especially because he / she will still build until that moment.

Revision history for this message
Nasenbaer (nasenbaer) wrote :

most important (almost forgot): waht I wrote in #14 is what I changed in rev. 6291 -> fix committed

Changed in widelands:
status: Incomplete → Fix Committed
Revision history for this message
SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
LAZA (laza74) wrote :

This bug still comes up at bzr68261

New report:
https://bugs.launchpad.net/widelands/+bug/1276247

To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.