Merge lp:~lcsand/widelands/bug-787508 into lp:~hjd/widelands/remove-strongholds-bug-787508
Proposed by
Leif Sandstede
Status: | Rejected |
---|---|
Rejected by: | Hans Joachim Desserud |
Proposed branch: | lp:~lcsand/widelands/bug-787508 |
Merge into: | lp:~hjd/widelands/remove-strongholds-bug-787508 |
Diff against target: |
117 lines (+13/-15) 6 files modified
campaigns/emp02.wmf/scripting/starting_conditions.lua (+0/-1) campaigns/t02.wmf/scripting/mission_thread.lua (+3/-3) campaigns/t02.wmf/scripting/mission_thread_texts.lua (+1/-1) campaigns/t02.wmf/scripting/starting_conditions.lua (+1/-2) campaigns/t03.wmf/scripting/mission_thread.lua (+3/-3) campaigns/t03.wmf/scripting/starting_conditions.lua (+5/-5) |
To merge this branch: | bzr merge lp:~lcsand/widelands/bug-787508 |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Hans Joachim Desserud | Pending | ||
Review via email: mp+62722@code.launchpad.net |
Description of the change
Removed all strongholds from the campaign.
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I have now played through the maps in question with your changes, and as far as I can see, they work.
Though I would like to see both in barbarian #2 and empire #2, that the stronghold is replaced with barrier rather than removed all together. This way, the players would still be able to build medium-sized military buildings, and something other than just sentries.
The AI in empire #2 didn't seem like much of a threat and rather repeating with only sentries, and a medium-sized building in barbarian #2 makes it easier to explore the entire map (hint, hint).
Nice work. :)