On Tue, 13 Nov 2012 07:25:21 AM Michael Vehrs wrote: > On 12.11.2012 09:15, Michael T. Pope wrote: > >[Definite release blockers] > > BR#3518302 REF stands around doing nothing
Now fixed with svn.10286. There may be more path finding fallout alas. > >[Would be nice to fix] > > Assorted map editor fail > > I want to look at the map editor as soon as I have finished with the > forest and river problem. In fact, I already fixed or mitigated one or > two map editor related hangs. Given a month or so, I think I could fix > most or all of these bugs. That would be great. The map editor bug category has been rising steadily. > > BR#3528471 horse production error > > > > Apparently horses eat fish after all > > Grumble. We put a lot of work into getting them not to eat fish. I would > like to see some really conclusive evidence before changing that again. Ack that grumble The evidence is alas pretty good. The `Two Bug Proposals' thread back in September veered off into this question, and David Stephensen was good enough to break out his copy of Col1 and posted screenshots. I still have them handy and will attach them to the bug report shortly. > > BR#3486695 Custom Difficulty not working if choosing more than 3 > > expert > > > > Should we make the number of recruitable slots a game option? > > I think recruitable slots should go away. We need something like a build > queue for Europe. The mod editor should be able to specify the first > hundred units to appear in Europe if she wants to. Fair enough. The number of slots then roughly translates to a window at the top of the queue. > > BR#3559996 arsenal gives wrong number of muskets > > > > Thanks to Michael for getting to this. Are you happy with the > > fallout from BR#3430371 and the test (testToolsMusketProduction) > > that is now failing? We also have BR#2871069, or is this now moot? > > I really don't know about this. However, I think the two sensible > solutions are to make the arsenal a typical factory-level building, or > to remove the arsenal altogether. I prefer the first option. That would be less obviously incompatible. I begin to suspect that if Col1 did have non-factory-like-arsenals, it was just a bug. > > BR#3520017 Prod. bonus vs. level 2 buildings > > > > Looks like Michael has fixed this (colopedia was updated, and we > > have government options). Did you have anything further you > > wanted to do? > > Well yes. I think my comment "The production bonus should be upgraded to > a proper modifier. And the rebel percentage limits should also be made > configurable." still applies. Basically, we should have something like > > <modifier id="production.bonus" type="additive" value="1"> > <scope "rebel% >= 50"> > </modifier> OK, I misunderstood which modifier was being discussed. The rebel percentages are now configurable (model.difficulty.government). > > BR#3582641 colonist pop-up menu on 1024*600 > > BR#3489742 can't use map settings > > > > I suspect these are duplicates of the Windows Java menu popup > > problems. > > I guess so. Do we need scrollable menus for Windows and very small screens? I remain surprised anyone would play FreeCol on a 600 high screen, so my opinion is pretty irrelevant there. > So, our ambitious plan to release FreeCol 1.0 before the end of the > world on 21 December seems to have come to nothing. Well, there is still the chance that one of us will be stricken by a debilitating condition that prevents us going to work, but not sufficiently bad to stop us working full time on FreeCol. However that release/date is looking unlikely. We could of course just declare victory and release 1.0, but I fear that would be a bit dishonest given the state of the Pending Features tracker and the number of bugs that are blocked in a WWC1D? state. I really want to get the AI stance/interactions into better shape (demanding tribute, negotiating, offering alliances with conditions, and of course, fixing Franklin), and make it possible for AIs to declare independence (actually winning is another level:-). However, just getting the AI missions to mostly behave has taken way too long. > How about releasing 0.10.6 on that day instead? Sounds good. Some time to stabilize the AI is needed. It is measurably improved, but every time I stare hard at it I see something that needs fixing. Cheers, Mike Pope
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