When choosing random tribe and castle village, the tribe can be guessed

Bug #1342563 reported by wl-zocker
6
This bug affects 1 person
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.

Tags: ui

Related branches

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

At the moment, possible starting conditions are:

"Headquarters medium"
"Castle/Citadel village"

I propose we change the strings to:

"Headquarters"
"Village"

Changed in widelands:
assignee: nobody → GunChleoc (gunchleoc)
Revision history for this message
GunChleoc (gunchleoc) wrote :

In the end, I went with

"Headquarters"
"Fortified Village"

which gives us the same meaning :)

Changed in widelands:
status: New → In Progress
SirVer (sirver)
Changed in widelands:
status: In Progress → Fix Committed
milestone: none → build19-rc1
GunChleoc (gunchleoc)
Changed in widelands:
assignee: GunChleoc (gunchleoc) → nobody
GunChleoc (gunchleoc)
Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build19-rc1.

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