random tree growth can block building sites needed to progress in scenario

Bug #1670065 reported by Paul
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
Unassigned

Bug Description

In the first Empire level of the campaign, a palm tree randomly grew on the spot of the southern small building site, preventing me from building a lumberjack's house there when prompted. The attached screenshot shows the stuck situation, with no free building sites.

Workarounds:
1. Disassemble the barracks and replace them with a lumberjack's house
2. Immediately build a second barracks there instead (the only available building type), blocking its resources, and replaced it with the lumberjack's house later

Neither workaround is ideal for a tutorial level.

Related branches

Revision history for this message
Paul (i41bktob-launchpad-net) wrote :
Revision history for this message
GunChleoc (gunchleoc) wrote :

I guess the easiest solution would be to have a few less trees next to the road.

tags: added: campaign maps
Changed in widelands:
milestone: none → build20-rc1
status: New → Confirmed
importance: Undecided → Medium
tags: added: lowhangingfruit
Revision history for this message
kaputtnik (franku) wrote :

I guess having less trees wouldn't prevent random seeding, but i am unsure though. Instead i have tried to cleanup the buildings space including space for roads by scripting, if there is any immovable.

GunChleoc (gunchleoc)
Changed in widelands:
status: Confirmed → Fix Committed
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build20-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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