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Topic: Bugs between build20 and build21

JanO
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Posted at: 2020-06-28, 23:16

Nordfriese wrote:

A remember-last-decision option for such a small effect would definitely overload the UI.

My idea was meant a bit different: I thought of the window with the keep-wares-checkbox stay as it is and remember the state of the checkbox anyway. Now, if you use ctrl, the window gets a click on ok without opening it. If you don't use ctrl the window opens as usual and you can change the state of the box. Disadvantage: If you have forgotten that you changed the box and use ctrl next time again, you might destroy some of your wares...


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Nordfriese
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Posted at: 2020-06-29, 10:42

That way a player would have no way of knowing whether wares will be preserved or not. Moreover this may seem to be determined at random if you don't know the logic behind it. That would be even less intuitive than always preserving wares…


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WorldSavior
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Posted at: 2020-07-02, 20:14

Two regression bugs in this savegame - load it as red player:

  1. When the expedition will be ready, the ship next to that port won't take it, but another ship far away, which makes no sense. Notice that some soldiers are added to that expedition and that the ship is on it's way to the port already.
  2. the shipyard builds only in the north, never in the south. It's expected that it builds randomly in every water-body next to it.

Attachment: ExpeditionBug.wgf (581.8 KB)

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Nordfriese
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Posted at: 2020-07-02, 20:33

1) is an oversight which I'll fix for b22. Unserviced expeditions are assigned the first available ship, with no sorting being performed yet if several are available.

2) Both coasts belong to the same ocean so this isn't a problem


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WorldSavior
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Posted at: 2020-07-04, 17:29

Nordfriese wrote:

2) Both coasts belong to the same ocean so this isn't a problem

But the distance is huge ; )


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GunChleoc
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Posted at: 2020-07-06, 08:24

Does it still pick the north coast if you block it by roads? There was never any control by the player for picking the building spot. That might be a nice UI feature.


Busy indexing nil values

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WorldSavior
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Posted at: 2020-07-08, 22:07

If one adds additional items to an expedition, one can also chose ferries, but the ferries don't go into the port, so they stop the expedition from launching. (Amazons 7461)

GunChleoc wrote:

Does it still pick the north coast if you block it by roads?

I don't think so

There was never any control by the player for picking the building spot. That might be a nice UI feature.

Or even several spots at once so that there can be a random choice between them


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hessenfarmer
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Posted at: 2020-07-08, 22:24

WorldSavior wrote:

If one adds additional items to an expedition, one can also chose ferries, but the ferries don't go into the port, so they stop the expedition from launching. (Amazons 7461)

GunChleoc wrote:

Does it still pick the north coast if you block it by roads?

I don't think so

There was never any control by the player for picking the building spot. That might be a nice UI feature.

+1

Or even several spots at once so that there can be a random choice between them

-1

either we give the player control or we leave it random, having a mixture is to unintuitive I believe


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Nordfriese
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Posted at: 2020-07-08, 22:43

-1 for giving the player more control, it would mess up the UI for little gain. Just build the shipyard close to the shore where you want ships built, and we already have an open bug about letting the shipwright always pick the closest suitable spot.

If one adds additional items to an expedition, one can also chose ferries, but the ferries don't go into the port, so they stop the expedition from launching. (Amazons 7461)

https://github.com/widelands/widelands/issues/3969


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GunChleoc
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Posted at: 2020-07-11, 07:51

I just found another bug: https://github.com/widelands/widelands/issues/3973

Since this doesn't prevent people from starting LAN games, I have targeted it for Build 22.


Busy indexing nil values

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