Make expeditions configurable

Bug #1800812 reported by kaputtnik
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Wishlist
Benedikt Straub

Bug Description

AFAIK the expedition costs are currently hardcoded. It would be nice to have them configurable in a lua file.

This should make it possible to add some new features, like discussed in https://wl.widelands.org/forum/topic/4364/

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

Not sure what you mean with hardcoded here. The cost for an expedition is the cost for a new port plus a builder and a ship. The port cost is in data/tribes/buildings/warehouses/<tribename>/port/init.lua

But being able to define additional wares and workers to take on the ship would be great :)

GunChleoc (gunchleoc)
tags: added: tribes ui
Revision history for this message
Benedikt Straub (nordfriese) wrote :

I´ll implement that you can select additional wares and workers to take on the ship in the expedition tab.

What should happen to them after unloading?
1) The expedition ship waits until the port is completed and then unloads them into the portdock.
2) They could be placed on the flag before the portconstructionsite (which would limit this to 8 wares and no workers)
3) They could be stored inside the portconstructionsite and added to the warehouse store after completion.

I vote for 3). In cases 1 or 3, we should reconsider all tribes´ port buildcosts though because the number of additional items that can be shipped would differ significantly per tribe then.

Changed in widelands:
assignee: nobody → Benedikt Straub (nordfriese)
milestone: none → build21-rc1
status: New → In Progress
Revision history for this message
GunChleoc (gunchleoc) wrote :

I think that starting an expedition is already expensive enough and the additional wares should not be added by default.

3) Sounds the way to do it during port construction. The ship is not forced to stay, so with 1) it could wander off if there is a second port. 2) is too limiting for a new starting condition.

As to getting the additional wares on the ship, that should be defined in the start conditions. There should be a function prefilled_ship that does the same as prefilled_building, only for ships, then set that ship into expedition mode.

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