Topic: Definition of player defeated
hessenfarmer![]() Topic Opener |
Posted at:
2020-04-16, 13:33 UTC+2.0
Hi, for this there are 3 possibilites:
1. if the last completed warehouse (this means HQ, Port and Warehouse) is destroyed, destroy all constructionsites of warehouses as well. Leaving the defeated player really a spectator (only thing he could do is dismantling/desztroying buildings) my vote is 1. opinions? ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-04-16, 13:40 UTC+2.0
The problem with 1) is that there are still more cornercases that will then surface. E.g. if you have no warehouses left but a functioning economy with woodcutters, sawmills, … you can still produce everything to build a new warehouse. (A builder could be kept in "storage" at a disconnected constructionsite.) So we'd also need to periodically destroy all WH csites, and there might be even more loopholes to be found… IMHO the cleanest way would be a C++ change. Let's have a new function ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2020-04-16, 16:00 UTC+2.0
i would opt for 2: leave him not defeated. in general, a defeated player can also still send attacks while he has still soldiers available. I'd just declare them not defeated. ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2020-04-16, 16:20 UTC+2.0
If he is defeated, he currently can't launch an attack anymore. That should not be changed. Furthermore we need a definition of defeated for our winconditions and scenarios. So do you vote for 2 (not defeated if able to build a new warehouse / port) or do you propose a third option not defeated until alll warehousess and all militarysites lost? ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2020-04-16, 16:25 UTC+2.0
I am pretty sure we tested this before and it is not possible to get the materials or the builder to the constructionsite. I think the replay of my last year tournament match against hasi should show this. Reason is as far as I know that routing of worker is dependent somehow on the warehouse. So I would consider destroying the WH constructionsites and sink all ships would do the trick. By this we could also burn all milsites as well.
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king_of_nowhere![]() |
Posted at:
2020-04-16, 18:07 UTC+2.0
not defeated until all warehouses and all military sites lost. actually, i would support different definitions for different cases. I would leave the current definition for AI scenarios. change to "all warehouses and all military sites" for human vs human. actually, i can still envision a case where a ship in expedition, and some drifting ships with some wares, could restore a full economy. and if we establish trading resources, then one could still give a contribution while defeated. in fact, i'd be in favor of removing the "defeated" status entirely among humans. i mean, it's pretty clear when someone is defeated, i don't see a need for the game declaring it. and i'd add a win condition to kill the headquarter for seafaring maps, when you cannot conquer all the islands. ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-04-16, 20:15 UTC+2.0
See https://github.com/widelands/widelands/pull/3742
Edited:
2020-04-16, 20:16 UTC+2.0
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ektor![]() |
Posted at:
2020-04-18, 08:59 UTC+2.0
I think it's the best thing to do, let the players accept themself the defeat if it's obvious.
And the 1) is a good option too. ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2021-01-27, 14:32 UTC+1.0
As we are approaching a new build I got over some old bugs and found this one. Any objections? ![]() ![]() |
kaputtnik![]() |
Posted at:
2021-01-28, 10:37 UTC+1.0
Sounds good to me ![]() ![]() |