When choosing random tribe and castle village, the tribe can be guessed
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Undecided
|
Unassigned |
Bug Description
Steps to reproduce:
- Choose a map (the more players, the better).
- Set the starting condition to citadel village for all players.
- Choose random tribe for every player.
- The starting condition is now "Citadel Village" if the player is going to be Barbarian, or "Castle Village" otherwise.
See also the attached screenshot where the players 1, 2, and 4 are going to be Barbarians (Zitadellendorf = Citadel Village; Burgdorf = Castle Village).
I think this is some kind of bug because when choosing random tribe, I do not want to know what tribe my enemy is until I meet him.
I do not know a good solution for this problem. Showing both ("Castle Village/Citadel Village") does not really work because theoretically, three different translations (one for each tribe) can exist. This would then probably be too space consuming.
Related branches
- SirVer: Approve
-
Diff: 131 lines (+10/-18)10 files modifiedcampaigns/atl01.wmf/scripting/init.lua (+2/-2)
campaigns/tutorial01.wmf/scripting/init.lua (+2/-2)
tribes/atlanteans/scripting/sc00_headquarters.lua (+1/-1)
tribes/atlanteans/scripting/sc01_fortified_village.lua (+1/-1)
tribes/barbarians/conf (+0/-4)
tribes/barbarians/scripting/sc00_headquarters.lua (+1/-1)
tribes/barbarians/scripting/sc01_fortified_village.lua (+1/-1)
tribes/empire/conf (+0/-4)
tribes/empire/scripting/sc00_headquarters.lua (+1/-1)
tribes/empire/scripting/sc01_fortified_village.lua (+1/-1)
Changed in widelands: | |
status: | In Progress → Fix Committed |
milestone: | none → build19-rc1 |
Changed in widelands: | |
assignee: | GunChleoc (gunchleoc) → nobody |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
At the moment, possible starting conditions are:
"Headquarters medium"
"Castle/Citadel village"
I propose we change the strings to:
"Headquarters"
"Village"