Zetoo Bug Catcher
Posts : 334 Join date : 2015-01-28
| Subject: Events-boats (and other issues relating boats) Wed Jun 03, 2015 7:43 pm | |
| I think it makes more sense for you having just one bug per topic (I was about to place this on Kahrn's, but decided not to). Edit: Boats are not fully implemented but I will post more issues because they deserve it (there is an unexplored potentiality here until now, since I am about to finish a medium campaign having some "naval scenarios"):
1. Events can be triggered equally by any boat: if you create a give some armies event with condition move ferry (or any other), then a destroyer (or any other) may do the job for you. FIXED
2. It is impossible to make a "give some armies" event actually give you boats on water. FIXED
3. There are some tile-terrains ignoring boats: You can have boats over WBC2 Marsh and pratically all WBC1 terrains [seems like 0.8.5 has solved this?]. FIXED
4. Shypiards can produce boats on land (mostly WBC1 terrain). Then you can use "hovercrafts" instead! FIXED
Last edited by Patrick_the_Winekiller on Wed Jun 17, 2015 3:25 am; edited 7 times in total (Reason for editing : Checking what's done.) | |
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Patrick_the_Winekiller Devourer of bugs
Posts : 1136 Join date : 2012-01-04
| Subject: Re: Events-boats (and other issues relating boats) Tue Jun 16, 2015 7:17 am | |
| I am unable to reproduce no.1. Are you sure you also defined a number of armies? | |
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Zetoo Bug Catcher
Posts : 334 Join date : 2015-01-28
| Subject: Re: Events-boats (and other issues relating boats) Tue Jun 16, 2015 3:58 pm | |
| Yes, I did... The following has minor spoilers (from TBY, not yet finished). As you can see here, all those 3 boxes are a “give some armies” event, condition move one ferry into it. But if you move the scoutship outside the box and then in once more, troops will land (the idea was to bring a ferry from bottom-left corner). You might think this issue is related with the fact scoutships are stationary there. But I can guarantee you other maps have this bug, with no boat, nor unit (nor building, nor feature…) over/on it. And the problem is always the same: any boat unloads troops, where it was supposed to be a specific one. EDIT: Ha! And if you use an animal it can triggers that for you also. I know animals are now special characters, but that made me think if boats shouldn’t be is this category as well. "/> | |
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Patrick_the_Winekiller Devourer of bugs
Posts : 1136 Join date : 2012-01-04
| Subject: Re: Events-boats (and other issues relating boats) Tue Jun 16, 2015 6:21 pm | |
| Could you send me the map in question? I think this bug got auto-fixed by making events overlap properly in 0.8.5 dev. | |
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Patrick_the_Winekiller Devourer of bugs
Posts : 1136 Join date : 2012-01-04
| Subject: Re: Events-boats (and other issues relating boats) Wed Jun 17, 2015 2:53 am | |
| Well the ships can finally only be produced on water. The shipyards are now fully functional (just place them near water - the north side does not count)! | |
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Zetoo Bug Catcher
Posts : 334 Join date : 2015-01-28
| Subject: Re: Events-boats (and other issues relating boats) Wed Jun 17, 2015 3:09 am | |
| - Patrick_the_Winekiller wrote:
- the north side does not count)!
Just like WBC1 I believe? Excelent news! I am glad boats are having more attention. | |
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Patrick_the_Winekiller Devourer of bugs
Posts : 1136 Join date : 2012-01-04
| Subject: Re: Events-boats (and other issues relating boats) Wed Jun 17, 2015 3:25 am | |
| - Patrick_the_Winekiller wrote:
- I think this bug got auto-fixed by making events overlap properly in 0.8.5 dev.
This was indeed the case. All bugs fixed in version 0.8.5. Topic closed. | |
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