soldier "lost" if the building he is returning to has been destroyed

Bug #923702 reported by Angelo Locritani on 2012-01-30
16
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Low
Unassigned

Bug Description

similar to bug 902558.

If the building to which a soldier belong is destroyed (by the enemy attack, for example) the soldier became "fugitive" and will take lot of time (if ever) to return in my territory.

I've seen this thing but no savegame, at the moment. I could try to reproduce the situation and provide a savegame, if needed.

Related branches

I kinda like this behaviour: after all, the soldier is far from home. If
he is fugitive for a long time he should die like every other worker in
my opinion. +1 for keeping as is.

  status incomplete

Changed in widelands:
status: New → Incomplete
Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
SirVer (sirver) wrote :

No more opinions? I cannot close this with a good conscience without having heard other peoples opinions first! Reopening as incomplete for one more round.

Changed in widelands:
status: Expired → Incomplete
Jens Beyer (qcumber-some) wrote :

I can live with him dying, but I don't really like it.

Maybe soldiers get a special "fugitive" program, to actively search for the border to get back to own territory first...

or the Barbarian soldiers could attack any nearby enemy bulding and fight to death (just because), the Atlantean soldier could search for the nearest friendly military building (maybe even team mate's) and the Empire soldier could run into an enemy's civil building and establish a troup of militia which then runs marauding through enemy territory and wreaks havoc there...

Well yes, you wanted ideas. Problem is as always, what's a practical solution... and that's probably the way it currently is.

Astuur (wolfsteinmetz) wrote :

This is something that annoyes me when I conquer small military buildings from an enemy that I do not want to keep, cannot connect to a road, and so burn down.
But in all fairness it has already been much improved in the last years.
It still happens when you try to force a wedge into enemy territory (to divide it into parts)
or are in a strip of land, let's say between mountains and a shoreline.
When the refugee soldier wanders off into the wrong direction, he won't make it back home.
I usally build additional connected flag as near as possible, but when I cannot do this, the fatality rate may be at about 20%.
I have a feeling like the "inner vision range" of refugee soldiers grows with time before the die.
But if they are already too far in enemy land or noman's land, it does't help them.
If more can be done in the way of giving those soldiers a sense of direction, I would certainly welcome it.

Launchpad Janitor (janitor) wrote :

[Expired for widelands because there has been no activity for 60 days.]

Changed in widelands:
status: Incomplete → Expired
SirVer (sirver) wrote :

okay, so let's try to make the soldier a little smarter for their way back home. Seems like there are more people pro this idea.

Changed in widelands:
status: Expired → Confirmed
importance: Undecided → Low
Joachim Breitner (nomeata) wrote :

Could be related to bug 902558; a fix of one might fix both.

Changed in widelands:
status: Confirmed → In Progress
milestone: none → build18-rc1
Changed in widelands:
status: In Progress → Fix Committed
SirVer (sirver) wrote :

Released in build-18 rc1.

Changed in widelands:
status: Fix Committed → Fix Released
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