Topic: playing "Much Too Rocky"

Vollbracht
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Posted at: 2026-05-02, 22:48 UTC+2.0

I just tried to test "Much Too Rocky" map using version 1.3.1 (KDE Plasma 6.4.2 on X11). It hardly reacts on mouse commands. I mark a position, select building a barracks but can't see any difference then - just as if nothing had happened. What's the problem?


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kaputtnik
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Posted at: 2026-05-03, 09:56 UTC+2.0

Can you please provide a save game?


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hessenfarmer
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Posted at: 2026-05-03, 21:23 UTC+2.0

Vollbracht wrote

I just tried to test "Much Too Rocky" map using version 1.3.1 (KDE Plasma 6.4.2 on X11). It hardly reacts on mouse commands. I mark a position, select building a barracks but can't see any difference then - just as if nothing had happened. What's the problem?

only possible cause for such a behaviour I could imagine without a savegame, would be that you tried to build something while the game was paused.


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Vollbracht
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Posted at: 2026-05-04, 02:28 UTC+2.0

Thank you so far! For to provide a savegame I started the game once more, initiated to build a barrack, selected the end of the street (my home) and nothing was seen (issues just as before). Then I saved the game. immediately after that the building site was visible. I tried to reproduce this behavior, so I quit the game and restarted it with same settings but now without any issues.

It's quite crazy a bit. Stupid people are those who follow the same steps without deviation and then expect different results. I'm a computer scientist. Computer scientists are that stupid, but in my experience, we often succeed because of it.


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Ron_of_Nord
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Posted at: 2026-05-04, 07:45 UTC+2.0

I too had problems with this map ( windows 10 , widelands release 1.3 ). I found that by
removing a lot of ports ( more than half ) the game started to respond properly. This is
a problem I have found with other maps that have a lot of ports grouped together.
I don't know if this is the actually problem or not, my solution just worked for me.
I never use the speed-up function as I am happy to play at normal speed. Maybe
the author expected players to increase the game speed to make the map playable
If that is the case, maybe a note should have be made in its description so player
would know.


The aussies are coming, ya ho! ya ho!

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kaputtnik
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Posted at: 2026-05-04, 09:30 UTC+2.0

I've made a small test with this map and it seems to me that there are just a LOT of map objects, e.g. animals, and it just takes some time until all those objects are initialized.

After starting a game with settings:

  • Tribe: Empire
  • Win condition: Autocrat
  • Naval warefare: enabled
  • Diplomacy: forbidden

Close after start it looks to me that the game hung, e.g. no action on the map, no animals are walking around and trees are not animated, but i couldn't really verify. So i just waited a few seconds before doing some things. But then i could set a building and and connect it with roads.

I am also on KDE Plasma on Wayland, using Widelands version 1.3.1.

Can't believe that many port spaces will have an impact on game speed. But i am not sure.


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Ron_of_Nord
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Posted at: 2026-05-04, 09:53 UTC+2.0

kaputtnik wrote

I've made a small test with this map and it seems to me that there are just a LOT of map objects, e.g. animals, and it just takes some time until all those objects are initialized.

After starting a game with settings:

  • Tribe: Empire
  • Win condition: Autocrat
  • Naval warefare: enabled
  • Diplomacy: forbidden

Close after start it looks to me that the game hung, e.g. no action on the map, no animals are walking around and trees are not animated, but i couldn't really verify. So i just waited a few seconds before doing some things. But then i could set a building and and connect it with roads.

I am also on KDE Plasma on Wayland, using Widelands version 1.3.1.

Can't believe that many port spaces will have an impact on game speed. But i am not sure.

On thinking about it and some testing, I think you are correct about the map objects. removing the ports
may have helped me, but I wonder if that was only because the game didn't have to note where port spaces
are. I don't actually know that much on how the map is initialised or loaded so mabe I just lucked out.
I will have to go back to the above original map and make some observations so I can
understand whats happening, but I think you are right about the number of objects at startup.


The aussies are coming, ya ho! ya ho!

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Nordfriese
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Posted at: 2026-05-04, 17:52 UTC+2.0

Yes, maps with lots of objects, especially animals, tend to show this behaviour at startup. I notice the same behaviour on Big Eden. One just has to wait a short while until the first few seconds of gametime have ticked past and all the objects have fully initialised themselves, after that it becomes fluent.

Animals are the biggest contributor to this by far, immovables and portspaces factor in as well but to a much lesser extent.


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Ron_of_Nord
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Posted at: 2026-05-05, 00:25 UTC+2.0

Nordfriese wrote

Yes, maps with lots of objects, especially animals, tend to show this behaviour at startup. I notice the same behaviour on Big Eden. One just has to wait a short while until the first few seconds of gametime have ticked past and all the objects have fully initialised themselves, after that it becomes fluent.

Animals are the biggest contributor to this by far, immovables and portspaces factor in as well but to a much lesser extent.

Thanks for your insight, it matched my observations last night. "Much Too Rocky" ( the original version ) did stabalise
after about 5 minutes and became playable. It pays to be patient.

Edited by kaputtnik: Please use a blank line between quote and aswer

Edited: 2026-05-05, 08:27 UTC+2.0

The aussies are coming, ya ho! ya ho!

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