Comment 9 for bug 1705950

Revision history for this message
kaputtnik (franku) wrote :

Well, the economy is really a big mess... nearly all production buildings are placed wrong and have to be dismantled and erected at another place. Dismantling will bring some wares which are really needed to build up the basic buildings (woodcutter, stonemason).

I ran into a 'deadlock' of builders, because i dismantled and erected too many, and maybe wrong buildings :-) I would suggest to increase the amount of initial builders from 10 to 14 or so. Getting an overview over the wrong placed buildings and cleanup the roads is a big task and i think having some more builders would be fine. But this is just my first impression.

What i am wondering about are the Farms. They show always "No fields" and the working area shows something totally different. See attached screenshot. Normally a farm should work on every terrain, shouldn't it?

I have tried to kick out the farmer but then the game crashes (i think the crash is not related to your scenario):

widelands: ../src/economy/idleworkersupply.cc:89: virtual uint32_t Widelands::IdleWorkerSupply::nr_supplies(const Widelands::Game&, const Widelands::Request&) const: Zusicherung �req.get_type() != wwWORKER || worker_.owner().tribe().has_worker(req.get_index())� nicht erf�llt.

Don't know why the unknown characters suddenly appear.