GunChleoc has proposed merging
lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands.
Commit message:
Some balancing fixes:
- Fixed the bug that barbarian trading outposts, villages and fortified
villages start with zero master-miners instead of 4 (like the headquarter does)
- Removed superfluous economy settings of imperial wine
- Fixed the bug that Frisian clay pits ignore economy settings. They do so now
only if the economy needs fish, because Fish-producing aqua farms can stop
working if the clay pits do so
- Reduced the problem that Frisian scrap metal tends to pile up: Recycling
centers will not skipping anymore if the economy doesn't need coal. (If they
would never skip there would be cases in which they use precious coal which is
currently needed elsewhere - which could be bad even though recycling saves
coal after a while)
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/balancing-worldsavior/+merge/355158
Some balancing fixes from Worldsavior. Note:
Unfortunately there is a little problem: If the recycling center skips and you
mouse over it it says something like "skipped because economy doesn't need iron
and" instead of "skipped because economy doesn't need iron and economy needs
coal". I don't know how to solve that, but I guess that the problem is that a
building normally doesn't skip if a ware is needed instead of being not needed.
When we merge this branch, we need to record that problem in a bug, because it
needs an engine fix.
--
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands.
=== modified file 'data/tribes/buildings/productionsites/frisians/clay_pit/init.lua'
--- data/tribes/buildings/productionsites/frisians/clay_pit/init.lua 2018-07-17 10:13:49 +
+++ data/tribes/buildings/productionsites/frisians/clay_pit/init.lua 2018-09-17 16:38:22 +
@@ -59,7 +59,7 @@
descname = _"making clay",
actions = {
"sleep=2",
-"return=skipped unless economy needs clay or site has water",
+"return=skipped unless economy needs clay or economy needs fish", -- Fish-producing aqua farms can stop working if the clay pits do so
"return=failed unless site has water",
"callworker=dig",
"consume=water",
=== modified file 'data/tribes/buildings/productionsites/frisians/recycling_center/init.lua'
--- data/tribes/buildings/productionsites/frisians/recycling_center/init.lua 2018-09-10 12:32:56 +
+++ data/tribes/buildings/productionsites/frisians/recycling_center/init.lua 2018-09-17 16:38:22 +
@@ -95,7 +95,7 @@
-- TRANSLATORS: Completed/Skipped/Did not start recycling iron because ...
descname = pgettext("frisians_building", "recycling iron"),
actions = {
-"return=skipped unless economy needs iron",
+"return=skipped unless economy needs iron or not economy needs coal", -- if the economy doesn't need coal the situation gets even improved because recycling saves coal
"consume=scrap_iron:2 coal",
"animate=working_metal 4",
"sleep=4",
@@ -106,7 +106,7 @@
-- TRANSLATORS: Completed/Skipped/Did not start recycling iron and gold because ...
descname = pgettext("frisians_building", "recycling iron and gold"),
actions = {
-"return=skipped unless economy needs iron or economy needs gold",
+"return=skipped unless economy needs iron or economy needs gold or not economy needs coal", -- if the economy doesn't need coal the situation gets even improved because recycling saves coal
"consume=scrap_metal_mixed:2 coal",
"animate=working_metal 4",
"sleep=4",
=== modified file 'data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua'
--- data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua 2018-07-15 10:32:12 +
+++ data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua 2018-09-17 16:38:22 +
@@ -58,6 +58,7 @@
barbarians_geologist = 4,
barbarians_lumberjack = 2,
barbarians_miner = 4,
+barbarians_miner_master = 4,
barbarians_ranger = 1,
barbarians_stonemason = 2,
barbarians_trainer = 3,
=== modified file 'data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua'
--- data/tribes/scripting/startin