Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

2015-01-29 Thread GunChleoc
I added a NOCOM - there is also a second NOCOM that I don't have an answer for. I also did some testing, and got no crashes. - On the Fellowships map, 1/3 AIs managed to start building a shipyard and port about 30 minutes into the game. The shipyard was correctly stopped until the port got

[Widelands-dev] [Merge] lp:~chuckw20/widelands/barb_tavern_inns into lp:widelands

2015-01-29 Thread Chuck Wilder
Chuck Wilder has proposed merging lp:~chuckw20/widelands/barb_tavern_inns into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #677337 in widelands: Buildings missing 3D models https://bugs.launchpad.net/widelands/+bug/677337 For more details, see:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/seafaring-ai into lp:widelands

2015-01-29 Thread TiborB
so to your comments: The main problem is that seafaring is based on one-water assumption. There is no scanning and analysis of map to identify individual distinct waters and making decision which one is worth seafaring. This would have to include cheating probably. I have couple of maps (mine