From 6023a273df8efcde5175641645bbcd92a3ae9c18 Mon Sep 17 00:00:00 2001 From: Freagarach Date: Fri, 9 Apr 2021 06:02:22 +0000 Subject: [PATCH] Fix phasing requirements of tutorial. Introduced in 2ef3fd7a77. Fixed by switching the order of task of the barracks and outpost. Patch by: @nwtour Differential revision: D3820 This was SVN commit r25214. --- .../maps/tutorials/introductory_tutorial.js | 22 +++++++++---------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/binaries/data/mods/public/maps/tutorials/introductory_tutorial.js b/binaries/data/mods/public/maps/tutorials/introductory_tutorial.js index 56afe70fc3..9b0fe09956 100644 --- a/binaries/data/mods/public/maps/tutorials/introductory_tutorial.js +++ b/binaries/data/mods/public/maps/tutorials/introductory_tutorial.js @@ -182,15 +182,15 @@ Trigger.prototype.tutorialGoals = [ } }, { - "instructions": markForTranslation("Order the idle Skirmishers to build an outpost to the north east at the edge of your territory. This will be the fifth Village Phase structure that you have built, allowing you to advance to the Town Phase."), + "instructions": markForTranslation("Build a Barracks nearby. Whenever your population limit is reached, build an extra House using any available builder units. This will be the fifth Village Phase structure that you have built, allowing you to advance to the Town Phase."), "OnPlayerCommand": function(msg) { - if (msg.cmd.type == "repair" && TriggerHelper.EntityMatchesClassList(msg.cmd.target, "Outpost")) + if (msg.cmd.type == "repair" && TriggerHelper.EntityMatchesClassList(msg.cmd.target, "Barracks")) this.NextGoal(); } }, { - "instructions": markForTranslation("Select the Civic Center again and advance to Town Phase by clicking on the II icon (you have to wait for the outpost to be built first). This will allow Town Phase buildings to be constructed."), + "instructions": markForTranslation("Select the Civic Center again and advance to Town Phase by clicking on the II icon (you have to wait for the barracks to be built first). This will allow Town Phase buildings to be constructed."), "IsDone": function() { return TriggerHelper.HasDealtWithTech(this.playerID, "phase_town_generic"); @@ -216,6 +216,14 @@ Trigger.prototype.tutorialGoals = [ this.NextGoal(); } }, + { + "instructions": markForTranslation("Order the idle Skirmishers to build an outpost to the north east at the edge of your territory."), + "OnPlayerCommand": function(msg) + { + if (msg.cmd.type == "repair" && TriggerHelper.EntityMatchesClassList(msg.cmd.target, "Outpost")) + this.NextGoal(); + } + }, { "instructions": markForTranslation("Start training a batch of Female Citizens in the Civic Center and set its rally point to the farm (right click on it)."), "Init": function() @@ -254,14 +262,6 @@ Trigger.prototype.tutorialGoals = [ this.NextGoal(); } }, - { - "instructions": markForTranslation("Build a Barracks nearby. Whenever your population limit is reached, build an extra House using any available builder units."), - "OnPlayerCommand": function(msg) - { - if (msg.cmd.type == "repair" && TriggerHelper.EntityMatchesClassList(msg.cmd.target, "Barracks")) - this.NextGoal(); - } - }, { "instructions": markForTranslation("Prepare for an attack by an enemy player. Train more soldiers using the Barracks, and get idle soldiers to build a Tower near your Outpost."), "OnPlayerCommand": function(msg)