Topic: Port Spot Indicator
toptopple Topic Opener |
Posted at: 2017-03-20, 08:03
The current largely absent Port Spot indication in the running game is creating problems which I think should be abolished! These problems are present for AI and human players alike and result in ignorance of the Port Space or incapability to build the Port. In consequence scenarios may fail with spoiling the entire game.
Edited: 2017-03-20, 08:08
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kaputtnik |
Posted at: 2017-03-20, 09:00
I think this is addressed in this bug report, which contain also a good solution, imho. Fight simulator for Widelands: |
GunChleoc |
Posted at: 2017-03-20, 10:12
It's been a while since I have worked on that branch, so if somebody wants to snap it up, be my guest Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2017-03-22, 17:56
I like to discuss the possibility to show a "natural" object on top of the port space, like an old anchor e.g. as part of the world (immovable), while at the same time the build space should still be active so that the Port can actually be built. Is this conceivable within the current mechanics of the game and build-caps display? Edited: 2017-03-22, 17:58
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WorldSavior |
Posted at: 2017-03-22, 18:28
A pot sport indicator? Sounds very interesting! Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-03-23, 05:43
Yes, that would be possible - we can add immovables with no size. Busy indexing nil values Top Quote |
kaputtnik |
Posted at: 2017-03-23, 06:04
If it should play the role of a port space indicator, the anchor has to be 'placed' on the map automatically at the spaces where a port is possible. And this has to be done during map loading in Game, not in editor. If one could place it as immovable by hand in the editor, he may place the anchor at spaces where no port could be build. I am not sure if this is a good idea, but maybe i didn't understand exactly what toptopple wants. Fight simulator for Widelands: |
GunChleoc |
Posted at: 2017-03-23, 07:42
You are describing exactly what we need - automatically place the immovable during map loading, and hide it in the map editor. Also, the immovable needs to be destroyed if the portspace is unset, and we need to make sure that any trees etc on it are nuked. I'm already on it, since I think it's a great idea Edited: 2017-03-23, 07:44
Busy indexing nil values Top Quote |
toptopple Topic Opener |
Posted at: 2017-03-23, 13:31
That's about what I had in mind, yes. I see the following features:
Edited: 2017-03-23, 13:37
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kaputtnik |
Posted at: 2017-03-23, 18:55
I am not a fan for this idea for some reasons: Main reason: We mix then two different ways to show buildings space. This means also a player has to learn why this anchor appears and why it may disappear. We have a buildhelp and this buildhelp should cover the needs for discovering a port. Introducing another way to show port spaces as for other buildings isn't a good solution, it's a workaround, imho. In my opinion the proposed solution in that bug report covers also all the features toptopple describes in the previous post. I guess the additional sign would need more coding than the other proposal (bluish signs), because the bluish signs needs the same coding as introducing a new way to show port spaces but additional code to do so. Just a guess. Sadly i couldn't argument like SirVer Fight simulator for Widelands: |