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Topic: building capture

gh

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Joined: 2009-08-28, 15:37
Posts: 7
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Pry about Widelands
Location: France
Posted at: 2009-11-25, 03:13

Hi,

I've compiled svn4715, that contains the "capture military building" feature. Congrats for that add because the game get more dynamic and exciting with the battles and territory changes that occur!

But, I have two little complaints:

1) it is no possible to destroy a captured building. Is this on purpose, to prevent "scorched earth" tactics ? If yes, still it would be nice that after a while, it becomes possible to destroy a building. Or to restrict building destruction to the cases when the building is accessible from the HQ or a warehouse by a path ? Which leads me to the next complaint...

2) When capturing an enemy building, it often happens that the enemy territory remains so "influent" that it is impossible to link a road to the flag of the captured building.

These two problems combined make it hard to recover soldiers from captured building.


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 828
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Location: Germany
Posted at: 2009-11-25, 14:57

Hi,

The problem you described in 1) was just fixed in svn revision 4716. The other thing you pointed out in 2 is a wished behaviour, so this will stay as it is ;).

Cheers

Nasenbaer


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gh

Topic Opener
Joined: 2009-08-28, 15:37
Posts: 7
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Pry about Widelands
Location: France
Posted at: 2009-11-27, 20:32

Great, thanks!


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gh

Topic Opener
Joined: 2009-08-28, 15:37
Posts: 7
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Pry about Widelands
Location: France
Posted at: 2009-11-28, 17:48

I played with r4729 (according to the SVN log, the behaviour of bigger military sites capture has changed) and I got a segmentation fault while attacking an enemy building (a barrier) that had a smaller military building occupied near it, right at the moment when the battle ended. Here's the log:

MO(1511): [battle] update for player 2's soldier: signal = "" MO(1511): player 2's soldier started task_movepath MO(1511): player 2's soldier started task_movepath MO(2846): [attack] attacking target building Fallo de segmentación

Edited: 2009-11-28, 17:57

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gh

Topic Opener
Joined: 2009-08-28, 15:37
Posts: 7
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Pry about Widelands
Location: France
Posted at: 2009-11-28, 21:03

If not sure if this is supposed to be fixed as of r4733, but I have the crash happening at another place in the map (starting from the same savefile):

MO(1525): [battle] update for player 2's soldier: signal = "" MO(2878): [battle] update for player 1's soldier: signal = "" MO(1525): damage 5(-22)/159 MO(1525): [battle] update for player 2's soldier: signal = "wakeup" MO(37495): soldier 1525 has died MO(9574): Soldier leaving MO(4696): [waitforcapacity]: Wake up: flag capacity. MO(2878): [battle] update for player 1's soldier: signal = "battle" MO(2878): [battle] is over MO(2878): [attack] attacking target building Forcing flag at (118, 38) Fallo de segmentación


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Nasenbaer
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Joined: 2009-02-21, 18:17
Posts: 828
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Location: Germany
Posted at: 2009-11-28, 23:22

Same happend in our network game. I fixed at least one segfault reason - hope that was the only one.

Cheers

Nasenbaer


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gh

Topic Opener
Joined: 2009-08-28, 15:37
Posts: 7
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Pry about Widelands
Location: France
Posted at: 2009-11-29, 01:27

I played r4734 for a while, capturing several big buildings, and there was no more crash. Thanks!


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