A trainer should be created before soldiers

Bug #1422158 reported by wl-zocker
20
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Undecided
Unassigned

Bug Description

Steps to reproduce:
- Start a new game.
- Build military buildings until you have no soldiers left, only weapons.
- Build a training site.

The training site gets filled with soldiers (which are created using the weapons), but not with a trainer. Since a trainer needs the same tools as soldiers, he is only created when there is no request for a soldier.

I suggest that a trainer is created before soldiers (if there is a need for both).

Discovered in r7402, but probably in the game since the trainer's buildcosts were changed.
Confirmed in https://wl.widelands.org/forum/topic/1658/?page=1.

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Revision history for this message
wl-zocker (wl-zocker) wrote :

A rather simple solution would be to give each tribe two trainers in the starting conditions. In bug 669699, where the buildcosts of trainers have been discussed, no tribe was given additional weapons. This change would therefore re-establish the state before the change, where a player could produce trainers easily.

This would only solve the issue for the first two training sites, but that should be sufficient IMHO.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I also think it would be a good idea to at least give them at least 1 trainer at the start - this can be done very easily in the starting conditions scripts.

We should still have a look at the economy demand for a trainer though before we build a soldier - this will have to be coded in C++.

Revision history for this message
king of nowhere (lainluigi86) wrote :

i also believe the making of trainers should have priority over soldiers. you normally need only a trainer or two, while you need dozens of soldiers. and in general, startiing to train soldiers is better than having one more level 0 soldier.
giving two starting trainers would not fix the problem: one may want to make a second training site as his economy grows (1 colosseum + 2 training sites = 3 trainers needed), and it wiilll never get filled as every single set of spear and helmet would become a soldier that is sent to the colosseum.

tags: added: economy military
Revision history for this message
GunChleoc (gunchleoc) wrote :

This point will become moot when we implement https://bugs.launchpad.net/widelands/+bug/1075562

GunChleoc (gunchleoc)
Changed in widelands:
status: Confirmed → In Progress
Revision history for this message
MP (pagel-d) wrote :

Allow trainers to be recruited either in warehouses/headquarters or in any training facility or other building that consumes the tool/weapon. So any old carrier will do as an input (along with the weapons in question). Also clearly showing a dialogue of what ware is needed to make the trainer (and where) would be appreciated in place of simply stating "(vacant)".

In economy config, I assume that you can already specify create extra weapons beyond those needed?

Related tangent: in empire campaign mission, it asks you to set economy target of 50 wheat reserve, but there's no way to actually do that, as it's a base-level good (like water, timber) that is auto produced even when not strictly needed. You can still meet the 50 minimum requested and it triggers the next mission goal appropriately...it's just that the player can't actually control the economy in the fashion indicated. Sorry for hijacking a bug thread with this unrelated tidbit.

Revision history for this message
GunChleoc (gunchleoc) wrote :

The Empire scenario gives instructions on how to configure the economy window to get the 50 wheat - if the scenario instructions are not clear to you, can you please open a new bug?

We decided not to train trainers in the Barracks - see the following bug for the discussion: https://bugs.launchpad.net/widelands/+bug/1075562

I have attached a screenshot that show how to access the information about what is needed for a trainer. Click on the ? on the bottom right to access the help menu. The Barbarian Trainer needs an Ax, so the next thing you should to is click on the Wares tab and check out what you need to construct an ax.

Changed in widelands:
milestone: none → build20-rc1
GunChleoc (gunchleoc)
Changed in widelands:
status: In Progress → Fix Committed
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build20-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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