A trainer should be created before soldiers
Bug #1422158 reported by
wl-zocker
This bug affects 2 people
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Undecided
|
Unassigned |
Bug Description
Steps to reproduce:
- Start a new game.
- Build military buildings until you have no soldiers left, only weapons.
- Build a training site.
The training site gets filled with soldiers (which are created using the weapons), but not with a trainer. Since a trainer needs the same tools as soldiers, he is only created when there is no request for a soldier.
I suggest that a trainer is created before soldiers (if there is a need for both).
Discovered in r7402, but probably in the game since the trainer's buildcosts were changed.
Confirmed in https:/
Related branches
lp://staging/~widelands-dev/widelands/trainer_as_carrier
- Widelands Developers: Pending requested
-
Diff: 45 lines (+8/-5)3 files modifieddata/tribes/workers/atlanteans/trainer/init.lua (+3/-2)
data/tribes/workers/barbarians/trainer/init.lua (+2/-1)
data/tribes/workers/empire/trainer/init.lua (+3/-2)
lp://staging/~widelands-dev/widelands/casern
- Tino: Approve
-
Diff: 467 lines (+294/-12)15 files modifieddata/tribes/atlanteans.lua (+1/-0)
data/tribes/barbarians.lua (+1/-0)
data/tribes/buildings/productionsites/atlanteans/barracks/helptexts.lua (+27/-0)
data/tribes/buildings/productionsites/atlanteans/barracks/init.lua (+65/-0)
data/tribes/buildings/productionsites/barbarians/barracks/helptexts.lua (+27/-0)
data/tribes/buildings/productionsites/barbarians/barracks/init.lua (+63/-0)
data/tribes/buildings/productionsites/empire/barracks/helptexts.lua (+27/-0)
data/tribes/buildings/productionsites/empire/barracks/init.lua (+66/-0)
data/tribes/empire.lua (+1/-0)
data/tribes/init.lua (+6/-0)
data/tribes/workers/atlanteans/trainer/init.lua (+2/-3)
data/tribes/workers/barbarians/trainer/init.lua (+1/-2)
data/tribes/workers/empire/trainer/init.lua (+2/-3)
data/txts/developers.json (+2/-1)
test/maps/lua_testsuite.wmf/scripting/tribes_descriptions.lua (+3/-3)
lp://staging/~widelands-dev/widelands/bug-1075562-initial-trainers
- TiborB: Approve
- Klaus Halfmann: Approve (review, compile, test)
-
Diff: 107 lines (+9/-0)9 files modifieddata/tribes/scripting/starting_conditions/atlanteans/fortified_village.lua (+1/-0)
data/tribes/scripting/starting_conditions/atlanteans/headquarters.lua (+1/-0)
data/tribes/scripting/starting_conditions/atlanteans/trading_outpost.lua (+1/-0)
data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua (+1/-0)
data/tribes/scripting/starting_conditions/barbarians/headquarters.lua (+1/-0)
data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua (+1/-0)
data/tribes/scripting/starting_conditions/empire/fortified_village.lua (+1/-0)
data/tribes/scripting/starting_conditions/empire/headquarters.lua (+1/-0)
data/tribes/scripting/starting_conditions/empire/trading_outpost.lua (+1/-0)
tags: | added: economy military |
Changed in widelands: | |
status: | Confirmed → In Progress |
Changed in widelands: | |
status: | In Progress → Fix Committed |
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A rather simple solution would be to give each tribe two trainers in the starting conditions. In bug 669699, where the buildcosts of trainers have been discussed, no tribe was given additional weapons. This change would therefore re-establish the state before the change, where a player could produce trainers easily.
This would only solve the issue for the first two training sites, but that should be sufficient IMHO.