Barbarians Scenario 1 improvements

Bug #1581759 reported by GunChleoc
12
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Undecided
Unassigned

Bug Description

Ideas from the forum:

https://wl.widelands.org/forum/topic/1970/?page=1#post-16935

I agree in any case that the map should have less trees in the way - that's the most pressing issue here.

GunChleoc (gunchleoc)
Changed in widelands:
status: New → Confirmed
Revision history for this message
3plus4i (tobi-heinz) wrote :

Even though everyone else refuses to give me an opinion I got myself to make a real job of it.

- I made the terrain a bit less rough, providing more places for bigger buildings
- I rearranged the trees, they are more in clusters now leaving more open space in between
- I changed the terrain on the mountain to the south of the HQ to make it more tree-friendly (mostly mountain meadow now)
- plus a few minor aesthetic changes

I only altered the area from around the HQ to a bit past the coal and iron mountain and left the rest as is.

I didn't touch the lua script yet. It's pretty complex so I guess I'll need some help there; provided that I somehow keep motivated.

Revision history for this message
kaputtnik (franku) wrote :

Hey, thanks :-)

I try it this evening. Do you wanted to work on the script also? Otherwise i would make a branch and so your new map will be available in a future development build :-)

Revision history for this message
kaputtnik (franku) wrote :

Sorry overlooked that you want to work on the script :S. If you have any questions, feel free to ask. GunChleoc is the master of the scripts, but currently on vacation. So it could take some time to get an answer on questions about lua scripts. The documentation could be found here: https://wl.widelands.org/docs/wl/lua_index/

Revision history for this message
GunChleoc (gunchleoc) wrote :

Thanks for getting this started :)

I'll try to check in once in a while to help with questions.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I finally got around to do some playtesting - this is definitely an improvement! I think we could have less trees to the north-west of the mountain, on the side of the ice field - when the objective to build a lime kiln comes in, there isn't enough room to clump the buildings together. The free space towards the north of the mountain should not be used by the Lime Kiln etc, so that the player can build some farms etc. there later.

Revision history for this message
3plus4i (tobi-heinz) wrote :

I guess I'll better finish reviewing the campaign first, then I can concentrate on creation and learning to handle lua.

@kaputtnik:
I already have read the lua documentation but it's a bit overwhelming, especially since it also includes a lot of functions that aren't relevant for scripting scenarios at all. It's good as a reference but personally I'd wish for a tut/chapter that focuses on scripting scenarios in more detail.
If build 19 gets a release before I finish this it might be useful to include the map but that's up to the team. I guess I'll create a own branch once I get started with scripting. Then I'll have to also deal with Bazaar on top of everything else ...

@GunChleoc:
Actually I plan to completely remove the Lime Kiln quest anyway. You refer to the trees between the HQ and the coal-and-iron-mountain, don't you? I expected them to be cut down by the player but I can take a look once I return to this.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I don't think that we should make any scripting changes for Build 19, because it could introduce new bugs, and we're tying to finish up. The edits on the map terrain and trees are non-critical though, so that's an improvement that could already be included.

I am attaching a screenshot with some areas marked so you understand which area I meant for some tree space - this was taken with trunk though rather than your map (I'm on the wrong computer right now).

A beginner's guide to scripting would certainly be good - maybe adding some commented scenario code to the Dummy scenario map might serve as a good example?

Revision history for this message
GunChleoc (gunchleoc) wrote :

I think simply giving the player more lumberjacks will solve the tree issue. I have done so in this branch:

https://code.launchpad.net/~widelands-dev/widelands/bug-1426465-scenario-timings

Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
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