so to your comments:
The main problem is that seafaring is based on one-water assumption. There is
no scanning
and analysis of map to identify individual distinct waters and making decision
which one is worth seafaring. This would have to include cheating probably.
I have couple of maps (mine u
Chuck Wilder has proposed merging lp:~chuckw20/widelands/barb_tavern_inns into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #677337 in widelands: "Buildings missing 3D models"
https://bugs.launchpad.net/widelands/+bug/677337
For more details, see:
I added a NOCOM - there is also a second NOCOM that I don't have an answer for.
I also did some testing, and got no crashes.
- On the Fellowships map, 1/3 AIs managed to start building a shipyard and port
about 30 minutes into the game. The shipyard was correctly stopped until the
port got fini
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