Suggestion: Individualize ships by naming them
Bug #963842 reported by
Astuur
This bug affects 2 people
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Wishlist
|
TiborB |
Bug Description
I know it is something that Settlers had, too.
All the same I think it would be nice and helpful, if we had a way to tell ships apart.
Default names given automatically, changeable by the user might be best.
But a simple numbering would also help already.
Related branches
lp:~widelands-dev/widelands/ai_ship_tweaks
- SirVer: Approve
- TiborB: Needs Resubmitting
-
Diff: 1852 lines (+739/-281)26 files modifiedsrc/ai/ai_help_structs.h (+10/-2)
src/ai/defaultai.cc (+222/-178)
src/ai/defaultai.h (+7/-14)
src/game_io/CMakeLists.txt (+2/-0)
src/game_io/game_data_packet.h (+2/-1)
src/game_io/game_loader.cc (+5/-0)
src/game_io/game_player_ai_persistent_packet.cc (+104/-0)
src/game_io/game_player_ai_persistent_packet.h (+37/-0)
src/game_io/game_player_info_packet.cc (+3/-11)
src/game_io/game_saver.cc (+5/-0)
src/logic/map_objects/tribes/ship.cc (+28/-2)
src/logic/map_objects/tribes/ship.h (+6/-0)
src/logic/map_objects/tribes/tribe_descr.cc (+2/-0)
src/logic/map_objects/tribes/tribe_descr.h (+3/-0)
src/logic/player.cc (+41/-49)
src/logic/player.h (+32/-19)
src/map_io/map_allowed_building_types_packet.cc (+1/-0)
src/scripting/lua_map.cc (+17/-0)
src/scripting/lua_map.h (+1/-0)
src/wui/shipwindow.cc (+5/-4)
test/maps/ship_transportation.wmf/scripting/test_many_ships.lua (+37/-0)
tribes/atlanteans.lua (+61/-0)
tribes/barbarians.lua (+37/-0)
tribes/buildings/trainingsites/atlanteans/labyrinth/init.lua (+1/-1)
tribes/buildings/trainingsites/empire/colosseum/init.lua (+1/-0)
tribes/empire.lua (+69/-0)
tags: | added: seafaring |
Changed in widelands: | |
milestone: | none → build19-rc1 |
Changed in widelands: | |
assignee: | nobody → TiborB (tiborb95) |
Changed in widelands: | |
status: | Incomplete → Confirmed |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
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I think this is a good suggestion to easier keep the different ships apart.
Though, when designing this, we need to address the follwing issues:
A. Translation. The names should be easily translatable, or have "international" names. By international, I mean it should be somewhat recognizable even without translation. I vaguely remember settlers 2 used the names of the Roman gods, which might be considered a set of universially recognized names which in some cases doesn't really need that much work in the translation department.
B. Uniqueness. If we have a selection of names, we can rely on players exhausting this and we need to know what happens when we run out of names. Worst case, someone will try to build dozens of ships. I think the easiest strategy is the following:
1. Put all available names in a hat.
2. When a new ship is created, pull a random name out of the hat and assign it to the ship. The name does _not_ go back in the hat.
3. When all names are applied to the different ships, put them back in the hat for additional ships.
This means that in games where the name limit is not reached, the player will have a random set of names for his/her ships. When we run out of names, it loops, but they are still randomly assigned. (I think the same order every time would be tedious after the first couple of games). Each player have their own hat, so two players might have ships with the same name, but with different color (and maybe tribe) it should be easy to keep them apart.
C. Do we want the same common names across all tribes, or do we want specific names for each tribe? The latter might add to the uniqueness, but require us to come up with more names.