Re: [Freecol-developers] FreeCol 0.11.5

2015-08-03 Thread Caleb Williams
Looks like the website is still out of date.

Thanks,

Caleb
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Re: [Freecol-developers] 0.11.5

2015-08-03 Thread Michael T. Pope
On Sun, 2 Aug 2015 12:32:28 +0200
win...@genial.ms wrote:
 I did cherry-pick the relevant commits for 0.11.5 and
 pushed a stable and a tentative branch.
 Please, help testing these to ensure we don't have another
 lurking bug!

The stable branch survives several moves and load/save.  But then so did
0.11.4 with the way I play.  The upload is proceeding.

 I also updated the wiki, copied the empty template for later
 and added text to the 0.11.5 page. Please, do proofreading!
 I'm not sure if a mention of the Windows problems BR#793
 and/or BR#2328/BR#2729 in the common problems section is
 necessary, but there had been none in 0.11.4 page, too.

Having them on the bug report page is adequate.  I have proofread and
just explained the region bug a little more.

Cheers,
Mike Pope


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Re: [Freecol-developers] New-colonists and Breeding-control options

2015-08-03 Thread Michael T. Pope
On Thu, 28 May 2015 23:53:54 +0200
Fenyo feny...@gmail.com wrote:
  I have several objections to this patch as it stands.
  First, I would like to see some reasoning for why you would want to
  suppress colonist production at all. Very odd idea IMHO. I think it
  would have been better to discuss this on the developer list.
 
 Ok, background:
 There is a colony, where i do not want to make new colonists,
 because i need the food it produces.
 (And i have a lot of colonies where i do not want the new colonists,
 i want them to appear somewhere else, not in that colony)
 You can say for this that i should collect the food from such colonies
 with a wagon train or a ship, before the food reaches 200.
 But - unfortunatelly - i can not guarantee everytime that my wagon train
 or ship will arrive before the food hits 200.
 And when it does, it will convert the food to a new colonist. :(
 I have experienced this a lot in my games.
 And this population control is the solution for such problems.

OK... that sort of makes sense.  I am quietly mumbling just build more
wagons, but I that is close enough to reasonable to not immediately
dismiss.  I am aware of the problem of food accumulating in the wrong
places, but usually that is late in the game when the colony in question
can reasonably just give the new colonist some horses and have it head off
to a better place promptly.

So what then is your use-case for controlling the breedable goods
production?  I am guessing you want to not give the horses any food?
Does it have to be a ratio, or is a boolean sufficient?  And if you
really want a ratio, is this worth doing for other goods types?

  The game option for the breeding functionality makes more sense,
  and I think it is a good idea. However this whole area is very
  sensitive. Changing the code here needs to be done with caution, so
 
 I think you have no reason to fear.
 I have already tested it very thoroughly. And it works perfect.

That is so easy to say.

  I am not immediately going to go all the way to allowing individual
  colony settings, but am willing to allow a global breeding control
  so we can check if this breaks anything. Once we are more confident
  it is working, I will be happy to consider the individual colony settings.
 
 It won't break anything.
 And i promise you that if we still find out it does, i will fix that very 
 soon!
 But if you insist for a global value only at first,

OK, now I understand *why* you want to do this, I can see that asking to
go first to a global setting is not a good way to test it properly.
Scratch that idea.

  Finally, the patch is way too complex, as it bundles several
  separable pieces of functionality.
 
 Yeah, i thought that myself too. But since the new colonist suppression
 is reproduction related just like the breeding, they have to be
 on the same panel: Reproduction.

OK, this is where I am still not convinced.  There is a high level
similarity perhaps, but the internal mechanism is very different.  I would
much prefer the breeding part to be attached to the colony building
for the goods type, and the population part to trigger a panel very
similar to the current Build Queue --- to stop colonist production you
would just clear the Population Queue.  That would enable other interesting
enhancements such as colonies that can produce particular colonist types.
Not to mention separating the functionality as I would still strongly
prefer.

Cheers,
Mike Pope


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Re: [Freecol-developers] Skipping the turn should mean skipping the turn...

2015-08-03 Thread William Astle
On 2015-08-03 03:41, Michael T. Pope wrote:
 On Fri, 31 Jul 2015 14:24:25 -0600
 The REF has a lot more patience than humans.  Keep hoping we implement
 unit grouping one day.  I just went through the IR list and closed two
 duplicate requests for it, and another one on the FC2 list IIRC.

Indeed, and the fact that it's a patience issue is a good reason to hold 
trying to implement that until FC2. Individual unit moves are tedious 
but functional. Also, my mega stacks of doom are usually smaller than 
the REF's.

 When I press space for a unit to skip the turn, I expect that to mean
 that it will not pop up and ask me for orders again during that turn.
 That's what skip means. If I wanted it to ask me again, I'd use the
 wait command.
 [lots more]

 Thanks for the detailed description.  In short, you are quite right, this
 is broken and annoying, probably is a bug, and its worse that you mention
 in that everything can get woken up again after the trade route and/or
 goto orders are executed.

 Clearly the semantics of Skip have drifted with time.  It may take a bit
 of trial and error, but we should be able to bring it back to skip
 really means skip.  There is some internal weirdness with units that are
 given a move that can not be completed immediately, units with long
 distance goto orders, and units that have had their moves removed for
 special reasons (e.g. trade haggle fail), hence my caution.  Which if any
 of these (including explicitly skipped units) should appear in the End Turn
 panel is another question.  I am assuming that if you skip a unit, you
 would *not* want its potential for movement zeroed out, so that it would
 still be able to be activated by hand and moved.

Yes, that assumption is correct. That makes it work the same as 
Fortify which can be undone by reselecting the unit on the same turn, 
which makes it possible to correct an accidental fortify order. However, 
if wait worked correctly (see below), that would be an option if the 
movement was zeroed out for skip. (Fortify might have some oddness, 
too. It seems that when you fortify, you cannot reactivate the unit on 
the next turn. You have to wait for the next turn after. That may be 
intentional and might even be what Col1 does. It just seemed surprising. 
I haven't specifically tested for that behaviour, though, so I might be 
misremembering what it was doing. It's usually not a problem since I 
usually fortify units for a long term.)

Since sending my original description, I observed some weirdness with 
the wait order, too, which might be related. I had a dragoon and a 
couple of artillery in a tile. I wanted to give the artillery orders so 
I pressed w. The dragon remained active. I had to actually select the 
artillery to give it orders first.


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