recruiting impossible on some parts of a castle
Bug #256345 reported by
Toni Ruottu
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
The Battle For Wesnoth |
Unknown
|
Unknown
|
|||
wesnoth (Ubuntu) |
Fix Released
|
Low
|
Unassigned |
Bug Description
Binary package hint: wesnoth
I created a new map with the map editor. See attached file "pomppulinna". When I loaded the map and attempted playing it I noticed that recruiting doesn't work at all hexes of the castle. Might be long distance, might be difficult shape. In any case I don't recall a game rule saying you should not be able to recruit everywhere in a big castle, so I assume this is a bug in the algorithm that detects the hexes that belong to a castle.
Changed in wesnoth: | |
importance: | Undecided → Low |
Changed in wesnoth: | |
status: | Confirmed → Triaged |
Changed in wesnoth: | |
status: | Confirmed → Triaged |
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The map was pointed out to be pointless, but I believe it has some sense in it. It is still under construction. The idea however, is to have separate areas of action that are almost separated from each other. Ofcourse you can move your unit from one place of action to another, but it is _very_ expensive, as the map is so big. The size of the map is not a problem because you don't have to move your units long distances as each player has a recruiting point at each relevant location. So with this map you end up having multiple mini games and then the problem for participating players is to divide their resources between those small areas of action. Because, as I said earlier, moving the units from one place to another later on is really expensive.