bugBattle for Wesnoth - Bugs: bug #20343, "Castle overlay" does...

 
 
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bug #20343: "Castle overlay" does not disable "keep" functionality of a keep...

Submitted by:  Tobias "ToBeFree" Frei <tobefree>
Submitted on:  Sat 01 Dec 2012 10:40:56 PM UTC  
 
Category: Feature RequestSeverity: 1 - Wish
Priority: 5 - NormalItem Group: Editor
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Release: 1.10.4Operating System: every OS

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Fri 07 Dec 2012 04:18:49 AM UTC, comment #5:

The tile description is also effectively unchangeable. Overlay descriptions are supposed to override descriptions for the base terrain and it makes sense to do so in every case but this (forests, mushroom groves, the castle overlay on all other terrains, the keep overlay, the impassable overlay, etc.).

There isn't actually any UI clue other than trying to recruit and that description to indicate the presence of a keep however, and as you have pointed out, the description is not reliable. This is actually a problem with the heals, castle, and keep status for terrains.

Simon Forsyth <alarantalara>
Project Member
Wed 05 Dec 2012 11:29:17 AM UTC, comment #4:

Okay, thank you for the code example; I'll probably use that instead. I would still suggest to change the tile description of a keep+castleoverlay tile because it is confusing imho. ;)

Tobias "ToBeFree" Frei <tobefree>
Tue 04 Dec 2012 04:04:35 AM UTC, comment #3:

Correct, a castle overlay is useless on a keep (also useless on a castle). Which, when combined with Wesnoth's "keep it simple" philosophy, makes for a strong case against adding special processing to change the tile description when someone does this, since that someone has no reason to do this.

Changing this one particular overlay in this one particular case so that it removes something (when all other overlays only add) might be more confusing overall. And it would require special-case handling, which again goes against a KISS philosophy. I wouldn't be surprised if this eventually gets filed under "won't fix". (In the meantime, I'm going to change this from a bug report to a feature request for an overlay that can remove something from the underlying terrain.)

To get the effect you want, you might have to define a new terrain type. (Since all the images are already made, it should not be too difficult.) Something like the following might work:

The "changed this" notes mean the lines were changed from the definition of terrain code Ke. The id= and string= lines were changed to keep them unique. The string= line begins still begins with a 'K' (instead of changing it to a 'C') in case that helps the macros that control the transitions between terrains.

J Tyne <jamit>
Project Member
Mon 03 Dec 2012 04:36:16 PM UTC, comment #2:

Simply because the castle overlay would be useless for such a field otherwise. I want to be able to use the keep tiles as castle tiles and since the castle overlay has no effect on a keep at the moment anyway, it would be nice to be able to do that.

And, as I said, the tile description does not mention the "keep" feature if such an overlay has been placed on a keep. Either fix this or (my idea) allow keep functionality to be disabled that way. I assumed it would work like that. ;-)

Tobias "ToBeFree" Frei <tobefree>
Mon 03 Dec 2012 04:57:32 AM UTC, comment #1:

Why should someone think that adding castle functionality (via a castle overlay) somehow removes fully-compatible functionality (that of a keep)?

J Tyne <jamit>
Project Member
Sat 01 Dec 2012 10:40:56 PM UTC, original submission:

...but even the field description which is shown in the upper-right corner when someone hovers the mouse over it does not say something about it.

Tobias "ToBeFree" Frei <tobefree>

 

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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue 04 Dec 2012 04:04:35 AM UTCjamitCategoryBug=>Feature Request
      Severity3 - Normal=>1 - Wish
    Sat 01 Dec 2012 10:40:56 PM UTCtobefreeCarbon-Copy-=>Added -unavailable-
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