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Topic: light trident is cycling

Tmk
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Joined: 2010-05-08, 17:06
Posts: 44
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Pry about Widelands
Posted at: 2010-05-17, 15:55

Hello Widelanders,

I have a question about recruiting soldiers while having more than one warehouse with the Atlanteans. How is it decided, in which warehouse a new soldier will be created? The situation is, there are one headquarter and two warehouses, more soldiers are asked by buildings and tabards and light tridents are available. Yet it seems that the game cannot decide, where to delver it, please view the short video: http://tmkrth.de/widelands/light_trident_cycling.ogv

What can I do to stop that?

Edited: 2010-08-17, 16:23

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raistware

Joined: 2009-09-07, 16:31
Posts: 71
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Posted at: 2010-05-17, 16:07

Wow, nice video showin bug.

Soldier is automatically created on warehouse that has a trident AND a tabard (for atlanteans). Check that you have enough tridents and tabards on warehouse. If not, try to force sending one trident or tabard to other warehouse (try removing roads).

By now there is not a system where you can drive your goods to specific warehouse. But seems that there are two devs working on this problem. So may be on b16 or b17 your problems gets solved.


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Tmk
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Joined: 2010-05-08, 17:06
Posts: 44
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Pry about Widelands
Posted at: 2010-05-17, 16:16

Alright, so I'll be patient. While playing on, it seems that the game tries to distribute tabards and light tridents equitably on all warehouses and also tries to create soldiers this way. While more tabards and light tridents are supplied, soldiers are created again and only one, or the last, available light trident is cycling.

Edited: 2010-05-17, 16:26

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ixprefect

Joined: 2009-02-27, 13:28
Posts: 367
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Posted at: 2010-05-22, 16:18

I've just committed a couple of changes to trunk that should fix this. There may be cases where the way wares are moving around to create soldiers is not entirely optimal, but there should no longer be cases where you get stuck.


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