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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001328 | VCMI | Mechanics - Town structures | public | 2013-07-08 15:02 | 2022-04-11 17:36 | ||||
Reporter | Turnam | ||||||||
Assigned To | Ivan | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 0.93 | ||||||||
Target Version | Fixed in Version | 0.94 | |||||||
Summary | 0001328: Rampart Town's Treasury requires upgraded Dwarf Cottage | ||||||||
Description | In Heroes 3, you can do the following in a Rampart town: 1. Build Fort 2. Build Centaur Stables 3. Build Dwarf Cottage 4. Build Miners' Guild 5. Build Treasury If you try that in VCMI, you'll block on step 5, because you'll have to surprise to find out that you need to [i]build the Miners' Guild again[/i], and this time you have to build the upgraded Dwarf Cottage first. Apparently, "horde" buildings and "upgraded hordes" building count as separate things, so when you start a Rampart Town and look at the Treasury's prerequisites, you'll see Miner's Guild listed twice... If you start by upgrading the Dwarf Cottage before building the Miners' Guild, then you only need to build it once. | ||||||||
Steps To Reproduce | 1. Do not build Dwarf Cottage upgrade. 2. Build Miners' Guild. 3. Try to build Treasury, you can't since you need to build the Miners' Guild again. | ||||||||
Additional Information | Looking at rampart.json in the VCMI config factions, I see that apparently VCMI implements horde buildings as separate objects for both the "normal" and the "upgraded" creatures: "special1": { "id" : 17 }, "horde1": { "id" : 18, "upgrades" : 31 }, "horde1Upgr": { "id" : 19, "upgrades" : 38, "requires" : [ 18 ], "mode" : "auto" }, "special2": { "id" : 21, "requires" : [ 17 ] }, "special3": { "id" : 22, "requires" : [ 18, 19 ] }, I guess horde1 is Miners' Guild, horde1Upgr is the other Miners' Guild, and special3 is the Dwarven Treasury. I'm not familiar enough with the VCMI code yet, but I'm not sure that horde1Upgr should exist at all. It seems strange to imagine a situation where you'd want a city to have a different production rate for basic units and upgraded units. This doesn't look normal: http://imgur.com/bubDkrA [^] | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | |||||||||
Notes | |
(0003737) Ivan (developer) 2013-07-08 16:17 |
Most of strange situations like this are due to way original H3 implements such functionality (or from our incorrect understanding of that behavior). In this case only non-upgraded horde (id = 18) should be required, id 19 can be removed. Will fix this soon. |
(0003747) Ivan (developer) 2013-07-08 20:57 |
Fixed, rev 3442 |
Issue History | |||
Date Modified | Username | Field | Change |
2013-07-08 15:02 | Turnam | New Issue | |
2013-07-08 16:17 | Ivan | Note Added: 0003737 | |
2013-07-08 16:17 | Ivan | Assigned To | => Ivan |
2013-07-08 16:17 | Ivan | Status | new => assigned |
2013-07-08 20:57 | Ivan | Note Added: 0003747 | |
2013-07-08 20:57 | Ivan | Status | assigned => resolved |
2013-07-08 20:57 | Ivan | Fixed in Version | => 0.94 |
2013-07-08 20:57 | Ivan | Resolution | open => fixed |
2022-04-11 17:36 | Povelitel | Status | resolved => closed |
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