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Re: [Merge] lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands

 

> @Gun, I believe that military sites are to be placed sooner (first after
> headquarters) because they immediately conquer new space (unless positioned
> too close to headquarters) and that can be useful for placing other buildings

But they do get positioned right next to the headquarters, so the gain is very little - we would need to place a building that has a bigger conquer area than the headquarters for it to make any difference - that would be a castle/fortress, which needs a big building space. So, we won't gain that much.

I have now tested all official maps with Player 1 and there were no problems placing the buildings. So, I think we're in the clear here, and the players can profit from the additional territory.


> Also more general question - It is probably not possible to find out from
> within the game, what starting mode are players using... Would be nice...

Something for Build 20 maybe - open a new bug?

When you next have some time, it would be great if you could look at some of the merge requests that kaputtnik has already approved - some of them don't have much new code in them.

-- 
https://code.launchpad.net/~widelands-dev/widelands/new_starting_conditions/+merge/288059
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/new_starting_conditions into lp:widelands.


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