Empire 4: temple sacked by barbarians, player blamed
Bug #1785479 reported by
MP
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Undecided
|
Unassigned |
Bug Description
If the temple is sacked by the barbarians, the text makes it seem like the player is directly to blame (rather than indirectly by not protecting the temple).
Consolation prize: It states that you get the plans to the better buildings.
Related branches
lp://staging/~widelands-dev/widelands/empire04_bug_fix_enhance
- hessenfarmer: Approve
-
Diff: 1222 lines (+466/-306)16 files modifieddata/campaigns/emp04.wmf/scripting/mission_thread.lua (+152/-108)
data/campaigns/emp04.wmf/scripting/starting_conditions.lua (+12/-8)
data/campaigns/emp04.wmf/scripting/texts.lua (+51/-8)
data/campaigns/emp04.wmf/scripting/tribes/brewery1.lua (+8/-1)
data/campaigns/emp04.wmf/scripting/tribes/brewery2.lua (+63/-0)
data/campaigns/emp04.wmf/scripting/tribes/farm1.lua (+5/-6)
data/campaigns/emp04.wmf/scripting/tribes/farm2.lua (+76/-0)
data/campaigns/emp04.wmf/scripting/tribes/foresters_house1.lua (+0/-1)
data/campaigns/emp04.wmf/scripting/tribes/foresters_house2.lua (+0/-44)
data/campaigns/emp04.wmf/scripting/tribes/init.lua (+25/-10)
data/campaigns/emp04.wmf/scripting/tribes/lumberjacks_house1.lua (+1/-1)
data/campaigns/emp04.wmf/scripting/tribes/lumberjacks_house2.lua (+0/-54)
data/campaigns/emp04.wmf/scripting/tribes/mill1.lua (+7/-2)
data/campaigns/emp04.wmf/scripting/tribes/mill2.lua (+63/-0)
data/campaigns/emp04.wmf/scripting/tribes/well1.lua (+3/-3)
data/campaigns/emp04.wmf/scripting/tribes/well2.lua (+0/-60)
Changed in widelands: | |
assignee: | nobody → hessenfarmer (stephan-lutz) |
milestone: | none → build20-rc1 |
tags: | added: empire |
Changed in widelands: | |
status: | In Progress → Fix Committed |
assignee: | hessenfarmer (stephan-lutz) → nobody |
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if the barbarians have sacked the temple you can't win anymore as you should be too weak to be an opponent for barbarian. So this is a situation not foreseen in the scenario. However I don't know yet how to check for losing conditions. That is the same problem with the other bug about losing the HQ.
May be we should have a permanent function running checking for loosing conditions.