Play as a random tribe

Bug #722757 reported by Hans Joachim Desserud
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Wishlist
Shevonar

Bug Description

Currently, when starting a new game, each player select which tribe to play and the ai players are assigned to specific tribes as well. However, I thought it would be both interesting and perhaps challenging for players to be able to select a random tribe. When selecting the tribe to play, an additional choice could appear, which would cause the game to randomly pick one of the available tribes when starting the game. This would of course be optional, so that you could for instance play as Atlanteans against a Barbarian AI and another random AI.
That way, you will not know what you will be facing, and makes the buildup before the enemies are revealed more exciting. Also rather than focusing on specific tactics, what works with x vs y, it would focus more on how to deal with the situation given the resources you have available and what you end up fighting. It may also increase replayability as the game can throw lots of different scenarios at you depending on which tribes are chosen.

I have to admit, that this is not an original idea, and that other games have had the same feature earlier. I know for sure Heroes of Might and Magic 3 had it (where it think it worked pretty well) and probably other games as well. Unless someone want to squeeze this into build16, I have targeted it for build17. Might need a discussion to decide if others want this feature as well.

Related branches

Changed in widelands:
importance: Undecided → Wishlist
milestone: none → build17-rc1
Nasenbaer (nasenbaer)
Changed in widelands:
status: New → Confirmed
Shevonar (shevonar)
Changed in widelands:
assignee: nobody → Shevonar (shevonar)
Revision history for this message
SirVer (sirver) wrote :

Is this already ready for merging or have you pushed a work-in-progress?

Revision history for this message
Shevonar (shevonar) wrote :

This is work in progress. Sorry should have mentioned it.

Shevonar (shevonar)
Changed in widelands:
status: Confirmed → In Progress
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Merged in r5984.

Changed in widelands:
status: In Progress → Fix Committed
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

I noticed the tribe name / AI type was "random", i.e. not starting with a capital letter like the others. This is just a minor issue, but I have pushed a branch where the texts have been replaced with "Random".

Revision history for this message
Shevonar (shevonar) wrote :

I didn't use a capital letter by intention for a better distinction to the other tribes, cause it is not a tribe called "Random" ;) But that is just my opinion :)
I also think that merging a branch isn't really necessary cause it could easily be changed via the translations web interface.

Revision history for this message
SirVer (sirver) wrote :

#5: too late, I already merged the branch :P. I also prefer the capital R (as hjd), but I agree that this is a very minor issue. 'fixing' this via translations is not a good idea though. The string templates should provide a good example for translators to follow.

Revision history for this message
Shevonar (shevonar) wrote :

I've seen that to late. I think my comment was just waste :S Sorry about that.

Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Shevonar: I sort of see your point. Though as all the other elements (including AI types) had capitalized, I think it made the all lowercase words stand out.

I would also assume translator would try to stick to capitalization like in the original unless it doesn't make sense in the language they are translating to.

Revision history for this message
SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
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