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News: Build 17 release candidate available


Release

Build 17 release candidate available

Build 17 rc1 is available

The first build candidate of build 17 is available. We feel fairly good about the current state of affairs, therefore this one will only get roughly one week to show critical bugs. If none show up we will release build 17 then!

Some of the highlights of this build are:

  • Basic sea-faring functionality.
  • Improvements to the Editor.
  • Multiplayer scenarios (Fun maps).
  • Support for dismantling buildings.
  • Support to adjust the number of wares in a building.
  • a new in-game help for many buildings. Work is ongoing.
  • Improved in-game statistics.
  • Improved rendering engine.
  • new maps, sounds, music, graphics & animations.

It is imperative that this candidate is tested by as many people as possible! Please do so and provide feedback. You can find binaries for windows and mac and sources for all other OSes under the download page:

https://launchpad.net/widelands/build17/build17-rc1


18 comments Posted by SirVer on 2012-04-03, 10:12

Comments on this Post:

DaggeTeo

I had an issue with a ship freezing with wares after I deleted a port. The ship was headed for the port that I deleted. The other ships went to the correct port but that one ship remained frozen for the rest of the game with a bunch of bread onboard. I suggest that there is a button for each ship to return to any available port and unload wares.

Other than that I have to say that Widelands runs much smoother now. Great work guys!


Nasenbaer

Interesting ... never faced this problem. However seafaring is in very early state and is very very work in progress. We should keep in mind to include this information in the final release notes.


Nasenbaer

The problem of ships not returning after only one port is left should be fixed in the seafaring development branch. However, it won't be in build17.

DaggeTeo

I should clarify that when I deleted the port I had just recently finished the second one.


Nasenbaer

Sorry, I do not understand.

As the ship was already loaded and on the move, you obviously owned at least two ports, right? Further you removed one port and I thought after that you had only 1 port left, but I may be wrong here. If you had more than one port left at that point or constructed at least one afterwards (does not matter when you build them, just that there were at least two ports coexisting in the same ocean as the "blocked" ship) and the ship still did not move, than this is a new bug and is not yet fixed. In that case could you please open a bug report at http://bugs.launchpad.net/widelands

DaggeTeo

It's been done

https://bugs.launchpad.net/widelands/+bug/975091

Thanks!

cghislai

This game is too addictive.... Nice build, i really appreciate the dismantle feature. It prevents one to be stuck because of a lacking ware. THe new graphics a really nice also. The only 'issue' i could point is that when you dismantle a building with wares in it, the wares are lost. If you push the arrows to not stock any ware in it before dismanteling, the wares are not taken out by carriers. Also, do you collect stats over the winning team in multiplayer games? I have the feeling that atlanteans are easier to play with, while empire is harder due to size of buildings and stone requirements, but that is only a feeling and it would be nice to have some symbols to compare. Thanks for this game!

simplypeachy

Hi cghislai, thanks for the feedback. If the stock arrows are reduced the wares will only be removed once the worker inside has finished the current work. Once this has done any excess wares will be removed.

A similar request was implemented at https://bugs.launchpad.net/widelands/+bug/559854 which could be applied to dismantle sites. If you'd like to see this apply to dismantle sites as well then please join in the discussion on the bug report.

MACGYVER

very good job. the dismantle feature works excellent. one thing i recognized was when i open a window like the map and i want it to be in the upper left corner it is possible to pull the window at least partly out of the screen.

Shevonar

That is a new "feature", so that big windows on small resolutions do not crash the game.

cghislai

I don't understand how to play with ships. For instance, in the multiplayer scenario 'Toghether we're strong' or somethin like that, a 2 players map), I see a port spot, i build one and a shipyard aside, then i get lots of ships. By building a tower i see another port spot on the other island, but i can't reach it. I can't control the boats and I don't know how to put some wares 'on dock' as its said. Is seaferaing not completed yet to play that map?

fuchur

I can't tell anything on the mentioned scenario. But just dor testing I modified a map (atoll) and added port spaces. Then I expanded my territory to both port spaces and built ports and one shipyard. Now the ships transport wares and workers without any necessary action of mine. But it seems transportation over land is preferred. You can force the use of ships by destroying all land connections between the ports.

fuchur

I can't tell anything on the mentioned scenario. But just dor testing I modified a map (atoll) and added port spaces. Then I expanded my territory to both port spaces and built ports and one shipyard. Now the ships transport wares and workers without any necessary action of mine. But it seems transportation over land is preferred. You can force the use of ships by destroying all land connections between the ports.

fuchur

Sorry for the double comment...

And it's pretty cool to see the ships working face-smile.png

wl-zocker

Until now, ships transport wares only between two existing ports (so you have to reach both over land). It is planned that ships search for ports themselves. Then it is possible to create a port on the other island. The answer is no, colonialization (which is needed on that map) is not yet implemented, so that map does not work as it shall do later.


Nasenbaer

Hi cghislai,

I am unsure, whether you started the map "Together we're strong" the correct way - At the moment it is, as you wrote, a "multiplayer scenario". Not more or less. It's the same as with the multiplayer scenario "island hopping" - the map is more or less unplayable in normal games.

Best try to play it online versus another player. Than each of you will start with two ports and can use the seafaring feature from right after the beginning.

cghislai

Oh guy i just noticed that check box Load as scenario :D I'll try again asap face-tongue.png

borim

Hey, I made the same misstake with the island hoping map and realized later that something goes wrong. How about a map property "start as szenario"? Every map with this flag set should be started as szenario by default. Of course it should be still possible to start these maps as normal ones face-wink.png


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