[Widelands-dev] [Merge] lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands

2018-09-19 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/balancing-worldsavior into 
lp:widelands has been updated.

Status: Needs review => Superseded

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/balancing-worldsavior/+merge/355158
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands

2018-09-18 Thread Tinker


The zero master miners in village start conditions is not a bug, it is a 
feature.

-- 
https://code.launchpad.net/~widelands-dev/widelands/balancing-worldsavior/+merge/355158
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands

2018-09-17 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3992. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/429683077.
Appveyor build 3789. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_balancing_worldsavior-3789.
-- 
https://code.launchpad.net/~widelands-dev/widelands/balancing-worldsavior/+merge/355158
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/balancing-worldsavior into lp:widelands

2018-09-17 Thread GunChleoc
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