Currently Online

Latest Posts

Topic: All defenders leave building

PkK

Topic Opener
Joined: 2012-01-06, 12:19
Posts: 236
Ranking
Widelands-Forum-Junkie
Posted at: 2016-06-18, 10:20

Previously, when a building got attacked, at least one defender stayed in.
But now, they are all leaving:
http://colecovision.eu/stuff/all leaving.wgf
I have 8 upgraded defenders. When I get attacked, they all walk out. But there are more than 8 attackers, so one walks into the empty building, and I loose the building.
Which is annoying, since some of my defenders are fully upgraded, while the attackers are unupgraded.

Philipp


Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 2434
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2016-06-18, 11:56

I remember there was somewhere a similar post/bug/comment but i couldn't find it anymore.

Could you provide a savegame with the situation just before the attack? I would then create a bug report and attach the savegame to it (as i remember you do not have a launchpad account?)


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote
PkK

Topic Opener
Joined: 2012-01-06, 12:19
Posts: 236
Ranking
Widelands-Forum-Junkie
Posted at: 2016-06-18, 13:18

I have this other savegame, where the first defenders just left the building, but some are still in (and will leave within a few seconds):
http://colecovision.eu/stuff/all%20just%20leaving.wgf
I'll see if I can also get one from before the attack.

Philipp


Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2016-06-18, 15:37

this is an old bug, it existed already with build 18. several times it had been announced as solved, but it keeps resurfacing at times. i also reported it at least twice, but can't find it in the bugtracker.


Top Quote
SirVer

Joined: 2009-02-19, 15:18
Posts: 1445
Ranking
One Elder of Players
Location: Germany - Munich
Posted at: 2016-06-18, 18:03

several times it had been announced as solved

I do not remember it ever being announced as solved - and I cannot remember what approach should have been implemented for that. Could you link to the discussion?


Top Quote
PkK

Topic Opener
Joined: 2012-01-06, 12:19
Posts: 236
Ranking
Widelands-Forum-Junkie
Posted at: 2016-06-18, 18:13

Sorry, I was not able to create a savegame from just before the attack. I had an older savegame. But while I tried to play similar to the game in which I the problem happened, I wasn't able to reproduce the attack by yellow on me.

Philipp


Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2016-06-18, 18:38

SirVer wrote:

several times it had been announced as solved

I do not remember it ever being announced as solved - and I cannot remember what approach should have been implemented for that. Could you link to the discussion?

I'm going on memory here, so maybe I'm wrong about it being solved. I remember talk about this bug ceased for long times, but maybe only because nobody figured out how to fix it and it happens rarely so there waasn't much outcry for it. I tried some search, but with no luck. The concept can be worded in many different ways.


Top Quote
SirVer

Joined: 2009-02-19, 15:18
Posts: 1445
Ranking
One Elder of Players
Location: Germany - Munich
Posted at: 2016-06-18, 20:14

I think "solving" it properly would require some sort of configuration in the buildings or the economy that would allow to define how many defenders stay "home" in case of an attack. I remember settlers 2 had such an option that felt pretty clunky, but certainly better than what we currently have - nothing.


Top Quote
toptopple
Avatar
Joined: 2013-10-30, 08:11
Posts: 156
Ranking
At home in WL-forums
Posted at: 2016-06-18, 20:50

It doesn't sound too complicated to hard-program a minimum garrison of 1 in the code that is responsible for sending off soldiers, or is it? A preference setting for a global variable may come later.


Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1668
Ranking
One Elder of Players
Posted at: 2016-06-18, 23:50

toptopple wrote:

It doesn't sound too complicated to hard-program a minimum garrison of 1 in the code that is responsible for sending off soldiers, or is it? A preference setting for a global variable may come later.

No, it's not. That's the problem, as far as I know (again going by memory of old discussions here): people haven't figured out yet the cause of the bug.


Top Quote