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Using thieves to enemy building output stacks breaks the carriers #75
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Thank you, for reporting this bug. I just pushed a fix for this particular bug 9901344. |
I just released v0.6.0.8-alpha. |
I didn't look into it much yet, but I assume the building site bug happens because the item is removed from the stack as "regularly" would be, so a stolen material actually counts towards finishing the building. I noticed this because the building was instantly built when I stole all materials, negating my efforts to stop the construction. A thought about a fix: Seems that the construction being finished is tied to the stacks and are the stacks consumed. That happens here. Upon starting a construction job, the total count of materials required should be stored. Each material that is used should be logged and building is done when the materials needed and materials used are equal. Not when the stacks are empty. Well, might not be exactly that simple. Agree on the spells part. I tried to use the egyptian curse bow spell, but I wonder if the range is just very small? The priest tried to get close to the bowmen and was always killed. Can't remember exactly how it worked in the original game, but I feel like it was possible to cast from further away. Also I'm rather grateful that the enemies do not use priests yet, I feel like especially roman priests were always overpowered in the original game, they just converted all the soldiers. On another side note on the final goal of the project, is this attempting to be a better version, or replicate the original, aside from bugs/annoyances? A rather big difference I'm noticing is the food supply in the mines. It used to be that each mine had a main food that it could accept 4 units and then it could accept 2 of the other 2 each, in total only 8 food could be taken to a mine. It's actually a rather OP technique to just spam fishermen and fill all the mines with fish. If iron and coal mines would only carry 2 fish each, it would make sense to actually produce bread and meat, but now I rarely if ever do. What's the point of making meat anyway? I can see the different foods are "worth" different amount of work units, correct? This is negated by the fact that I can just overproduce fish very easily. Having way too much fun though. |
I thought about this as well but this is only one part of the issue.
I am no longer actively developing JSettlers because it is basically dead.
oh really? I though the mines could take 8 each.
Sure but this is more of a map design issue. |
oh, I just remembered that I didn't answer to this:
It works different in JSettlers: The bowman still play the animation but they don't shoot arrows and they don't deal any damage |
The enemy carriers still think that there are items to pick up. I used thieves to steal about 50 or more units of coal from the mine. I think that somewhere the actual loss of resource is not propagated, and carriers still think they can pick something up, but they can't.
In another game I noticed the same issue and I feel like even my own carriers try to pick up the non-existent resources after conquering the area.
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