widelands icon indicating copy to clipboard operation
widelands copied to clipboard

Not enough big building spaces around starting position on random map

Open spirillen opened this issue 7 months ago • 7 comments

Please fill out the relevant sections below and delete the rest.

Describe the bug See title

To reproduce Steps to reproduce the behavior:

  1. Stat random game

Expected behavior

Crash log

Screenshots image

Replays

Savegames

Version:

  • OS: "Ubuntu 22.04"
  • Widelands Version: 1.2~bzr10861-202401130034
  • Enabled Add-Ons:

Additional context

spirillen avatar Jan 14 '24 19:01 spirillen

NordfrieseMirrored from Codeberg On Sun Jan 14 20:30:07 CET 2024, Benedikt Straub (Nordfriese) wrote:


That's not a bug, it's just the starting condition informing you about an undesirable but perfectly valid situation and recommends what you might do about it.

bunnybot avatar Jan 14 '24 19:01 bunnybot

Well, as I recall it, it is a bug that was fixed for the Elf, so I consider this the same.

spirillen avatar Jan 14 '24 22:01 spirillen

tothxaMirrored from Codeberg On Mon Jan 15 02:06:19 CET 2024, Tóth András (tothxa) wrote:


Well, as I recall it, it is a bug that was fixed for the Elf, so I consider this the same.

Could you please fill in the bug template in a bit more detail, so that we can understand what you're missing? "Not enough space." as referred by "See title" is not really a description of a problem, especially if you don't tell us what behaviour you expect in this situation.

To elaborate more on Nordfriese's answer: You seem to use the "Fortified Village" starting condition, and the buildings the script failed to place seem to be at least the colosseum and the training camp. Pretty big losses, if you ask me. ;) So in that regard the message you got is right.

Now, there is indeed a problem with random maps often lacking good starting positions, but this is well known, and documented. The "New Random Game" window has this warning:

The random map generator is still in beta stage. The maps it generates are usually – but not always – well playable.

bunnybot avatar Jan 15 '24 01:01 bunnybot

To elaborate more on Nordfriese's answer: You seem to use the "Fortified Village" starting condition, and the buildings the script failed to place seem to be at least the colosseum and the training camp. Pretty big losses, if you ask me. ;) So in that regard the message you got is right.

Yes, and since we had the same issue for the elf's a couple of month ago, I assumed this was more or less the very same issue, just for this tribe, so my report is very thin on that very reason, and you can clearly see the msg on the screen dump

Now, there is indeed a problem with random maps often lacking good starting positions, but this is well known, and documented. The "New Random Game" window has this warning

Genau, so you can at this report and add it to that stack for development of the generator.

This said, thanks a bunch for your time developing this lovely game.

spirillen avatar Jan 16 '24 01:01 spirillen

tothxaMirrored from Codeberg On Tue Jan 16 15:27:21 CET 2024, Tóth András (tothxa) wrote:


Oh, I get it now. You mean #6176. That was actually a very different problem, a genuine bug caused by an overlook in some new changes, not related to random maps at all, only to starting conditions. It's just an unfortunate coincidence that both messages contained the phrase "not enough room/space", though in #6176 it was the ware queue, while here it's building space on the map.

bunnybot avatar Jan 16 '24 14:01 bunnybot

Hey @bunnybot

yes that issue, so if you can't use any of these information for other than noise, please just kill the issue. And thanks for sharing the information.

Have a great day

spirillen avatar Jan 18 '24 23:01 spirillen

tothxaMirrored from Codeberg On Fri Jan 19 10:49:49 CET 2024, Tóth András (tothxa) wrote:


Similar issues: #1628, #1975, #1976

I'm leaving this open though, because it's different enough.

bunnybot avatar Jan 19 '24 17:01 bunnybot