Merge lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

Proposed by hessenfarmer
Status: Merged
Merged at revision: 9194
Proposed branch: lp:~widelands-dev/widelands/emp_4_fixes
Merge into: lp:widelands
Diff against target: 86 lines (+21/-8)
4 files modified
data/campaigns/emp04.wmf/scripting/mission_thread.lua (+2/-1)
data/campaigns/emp04.wmf/scripting/texts.lua (+8/-5)
data/campaigns/emp04.wmf/scripting/tribes/trainingcamp1.lua (+10/-1)
data/campaigns/emp04.wmf/scripting/tribes/well1.lua (+1/-1)
To merge this branch: bzr merge lp:~widelands-dev/widelands/emp_4_fixes
Reviewer Review Type Date Requested Status
GunChleoc Approve
Review via email: mp+372196@code.launchpad.net

Commit message

Fixes to Empire scenario 4

- small trainingcamp is now buildable although at very high costs. (it is not intended the player should stay with them)
- first objective done with 2 buildings still standing (although you miss the woodcutter in the new building then)
- wells have only 5 percent chance to mine water
- added some texts to not dismantle bigger buildings until we know what we are doing.

Description of the change

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Revision history for this message
bunnybot (widelandsofficial) wrote :

Continuous integration builds have changed state:

Travis build 5384. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/580250613.
Appveyor build 5154. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_emp_4_fixes-5154.

Revision history for this message
GunChleoc (gunchleoc) wrote :

LGTM :)

@bunnybot merge

review: Approve

Preview Diff

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1=== modified file 'data/campaigns/emp04.wmf/scripting/mission_thread.lua'
2--- data/campaigns/emp04.wmf/scripting/mission_thread.lua 2018-12-13 17:36:58 +0000
3+++ data/campaigns/emp04.wmf/scripting/mission_thread.lua 2019-09-03 13:26:08 +0000
4@@ -13,7 +13,7 @@
5 local o = add_campaign_objective(obj_dismantle_buildings)
6 local buildmessage = false
7 sleep(5000)
8- while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house1", "empire_well1"}) > 0 do
9+ while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house1", "empire_well1"}) > 2 do
10 if mv.windows.field_action and mv.windows.field_action.tabs.small and not buildmessage then
11 campaign_message_box(amalea_19)
12 buildmessage = true
13@@ -310,6 +310,7 @@
14
15 -- after some training we have enough knowledge to build better training buildings
16 p1:allow_buildings{"empire_trainingcamp", "empire_colosseum"}
17+ p1:forbid_buildings{"empire_trainingcamp1"}
18 campaign_message_box(saledus_7)
19 local o2 = add_campaign_objective(obj_upgrade)
20 sleep(5000)
21
22=== modified file 'data/campaigns/emp04.wmf/scripting/texts.lua'
23--- data/campaigns/emp04.wmf/scripting/texts.lua 2019-04-07 19:25:16 +0000
24+++ data/campaigns/emp04.wmf/scripting/texts.lua 2019-09-03 13:26:08 +0000
25@@ -308,10 +308,13 @@
26 _([[Lutius, in my opinion this will again be a very difficult challenge. But I’m afraid that we’re doomed to manage this situation. To make things even worse, I was met with a nasty surprise at our warehouses: they’re all empty. You can hardly find a grain of dust left in there: no wares, no tools, no workers and no soldiers either.]])
27 .. paragraphdivider() ..
28 -- TRANSLATORS: Amalea
29- _([[So, first of all we need some building materials to start correcting the mistakes made by the infamous secretary. I think we should try dismantling unproductive small buildings to recover some building materials from them and collect them in our headquarters. As far as I can see now, the fishermen’s houses and the quarries don’t have any resources near them. The lumberjacks’ houses and the wells seem also to be inefficient or worn out.]])
30- .. paragraphdivider() ..
31- -- TRANSLATORS: Amalea
32- _([[Additionally, we should restrict the input of all buildings which consume any of our building materials to zero. Or maybe we could even pause the production in all bigger buildings and get the workers some rest until we have produced some of their input wares.]]))
33+ _([[So, first of all we need some building materials to start correcting the mistakes made by the infamous secretary. I think we should try dismantling unproductive small buildings to recover some building materials from them and collect them in our headquarters. As far as I can see now, the fishermen’s houses and the quarries don’t have any resources near them. All of the lumberjacks’ houses and the wells seem also to be inefficient or worn out.]])
34+ .. paragraphdivider() ..
35+ -- TRANSLATORS: Amalea
36+ _([[For the other buildings we can't tell yet, if they are working properly. We need to closely monitor them when we are able to supply them. Until then we shouldn't do anything with them.]])
37+ .. paragraphdivider() ..
38+ -- TRANSLATORS: Amalea
39+ _([[Except, maybe we should restrict the input of all buildings which consume any of our building materials to zero. Or maybe we could even pause the production in all bigger buildings and get the workers some rest until we have produced some of their input wares.]]))
40 .. new_objectives(obj_dismantle_buildings),
41 posy=1,
42 h=500,
43@@ -343,7 +346,7 @@
44 _([[Lutius, now we are getting somewhere. As we have gained some construction materials, we can start to rebuild our economy.]])
45 .. paragraphdivider() ..
46 -- TRANSLATORS: Amalea
47- _([[First of all, we need more construction materials. So, we should build at least three lumberjacks’ houses and two quarries.]])
48+ _([[First of all, we need more construction materials. So, we should build at least three lumberjacks’ houses and two quarries. Be sure to have dismanteled all of the unproductive buildings though.]])
49 .. paragraphdivider() ..
50 -- TRANSLATORS: Amalea
51 _([[Oh, before I forget, there is another task to accomplish. While our builders are doing their job, somebody should clear up our road network. They are leaving us no space to place the buildings that we need.]]))
52
53=== modified file 'data/campaigns/emp04.wmf/scripting/tribes/trainingcamp1.lua'
54--- data/campaigns/emp04.wmf/scripting/tribes/trainingcamp1.lua 2018-07-30 17:31:02 +0000
55+++ data/campaigns/emp04.wmf/scripting/tribes/trainingcamp1.lua 2019-09-03 13:26:08 +0000
56@@ -8,7 +8,16 @@
57 icon = dirname .. "menu.png",
58 size = "big",
59
60-
61+ buildcost = {
62+ log = 3,
63+ granite = 6,
64+ planks = 6,
65+ marble = 6,
66+ gold = 5,
67+ marble_column = 5,
68+ cloth = 4
69+ },
70+
71 return_on_dismantle = {
72 granite = 3,
73 planks = 2,
74
75=== modified file 'data/campaigns/emp04.wmf/scripting/tribes/well1.lua'
76--- data/campaigns/emp04.wmf/scripting/tribes/well1.lua 2018-08-09 20:54:08 +0000
77+++ data/campaigns/emp04.wmf/scripting/tribes/well1.lua 2019-09-03 13:26:08 +0000
78@@ -47,7 +47,7 @@
79 actions = {
80 "sleep=30000",
81 "animate=working 30000",
82- "mine=water 5 100 10 2",
83+ "mine=water 5 100 5 2",
84 "produce=water"
85 }
86 },

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