Frisians 1: relocate port space

Bug #1783115 reported by MP
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Undecided
Unassigned

Bug Description

I have a blue port icon on my map build spaces, but no actual option to build a port. I also don't have the ability to have a weaver or a shipbuilder.

Windows_x64.

title bar: build master-3464_Release_x86(Release)

Tags: scenario

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MP (pagel-d) wrote :
description: updated
description: updated
Changed in widelands:
assignee: nobody → Benedikt Straub (nordfriese)
importance: Undecided → High
milestone: none → build20-rc1
tags: added: scenario
Revision history for this message
Benedikt Straub (nordfriese) wrote :

Can´t reproduce. I installed the same version on my Win10 and loaded the savegame, but everything is fine there. Shipyard and weaving mill are available in the actions menu, and when I click on the port icon I can build a port.
The only trouble with this savegame is that the flood is already so far east that there´s no chance of completing the port in time ;)

Changed in widelands:
status: New → Incomplete
Revision history for this message
MP (pagel-d) wrote :

weird. I thought I had at least done a save-load on it to see if that would "unbreak it", but now I'm trying again from the start with 3508 x64 (which won't load my old savegame).

I wasn't sure precisely where the port spot was, and a sentry right up against the mountain wasn't enough to reveal it. I actually had to build a sentry on the far side, then burn/dismantle it to reveal the spot. As the AI didn't have a presence on that side of the mountain, there was no easy way to take that territory.

Suggestion: move the port to the near side of the mountain so as soon as the enemy HQ goes down you can start on building the port. I'm not sure why the new building options didn't trigger for me.

Revision history for this message
Benedikt Straub (nordfriese) wrote :

I have no idea why the buildings didn´t become available at once, they are set to permitted at the same time when the flood starts. There used to be an issue with the map being non-seafaring and thus not allowing shipyards and weaving mills, but that shouldn´t be the issue here…
If the port was moved closer to the enemy´s HQ, there´s a *much* higher risk that the AI builds militarysites and other stuff there, so you have to destroy all conquered sites to look for the port space. Being told plainly to build the port at "the easternmost tip of the island" by the advisor is better than risking having to look for it first in my opinion.
There was discussion about a port spot indicator a while ago, I don´t know what came of it; that might solve this issue.

Changed in widelands:
assignee: Benedikt Straub (nordfriese) → nobody
importance: High → Undecided
Revision history for this message
hessenfarmer (stephan-lutz) wrote :

What about locating the port beneath the enemies HQ?

Revision history for this message
MP (pagel-d) wrote :

I like the idea of at the same location as HQ. If that's not close enough to the water, move the location of the HQ a bit too.

I had looked at the LUA and it all looked kosher, assuming it's not whitespace sensitive before the {}s. My main thought was "maybe in my installation those frisian building types simply don't exist," but I'm not familiar enough with where I should look in order to find if they are there.

Revision history for this message
Benedikt Straub (nordfriese) wrote :

OK, seeing as there is consensus, I´ll change the map and text accordingly.

Lua is not whitespace-sensitive. You should find the file that defines a specific building at "<installation_directory>/data/tribes/buildings/productionsites/frisians/<building_name>/init.lua".

Changed in widelands:
assignee: nobody → Benedikt Straub (nordfriese)
status: Incomplete → In Progress
summary: - frisians 1: no building option for port (or other objective buildings at
- that time)
+ Frisians 1: relocate port space
GunChleoc (gunchleoc)
Changed in widelands:
status: In Progress → Fix Committed
assignee: Benedikt Straub (nordfriese) → nobody
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build20-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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