Inconsistent behaviour in soldier creation leads to irregular economy state
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
High
|
Nicolai Hähnle |
Bug Description
This bug is not easy to provoke.
First, the best is to decrease the number of soldiers in a starting script (tribes/
Then start a new game with Atlanteans and Headquarters.
Build a Warehouse.
Send the Tabards out of the HQ, they are moved to the Warehouse.
Now, build a military building.
The first soldier leaves the HQ and goes to the military building.
Then, a trident is moved from HQ to warehouse.
And then... nothing. The Trident lies together with the Tabards in the Warehouse, while the military building is still waiting for a soldier.
Workaround:
Destroying and rebuilding the road between the military building and the Warehouse finally creates and sends the soldier to the military building.
Related branches
- SirVer: Approve
-
Diff: 19 lines (+2/-0)1 file modifiedsrc/economy/economy.cc (+2/-0)
By following the steps provided, I was able to reproduce this issue.
>And then... nothing. The Trident lies together with the Tabards in the Warehouse, while the military building is still waiting for a soldier.
I noticed, the trident+tabard actually produce a soldier, which then stays in the warehouse. (Though, this might be bug 726139 striking yet again...) It looks like the game notice it must move the trident to produce additional soliders, but the soldiers doesn't receive any "orders" once they are created.