Please try once more..
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https://code.launchpad.net/~widelands-dev/widelands/bug-1746481/+merge/337125
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Continuous integration builds have changed state:
Travis build 3146. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/337978807.
Appveyor build 2953. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_frisians-2
Wow, nice work!
I played this now (alone, no Enemies) and tried to get used to that economy.
Its still more complex then I expected. Aqua Culture and Beekeepers are
ideas that are quite interesting. I was waiting for the usual lack of logs
and _surprise_ ran into a lack of bricks :-)
The bulding
looks straigghtforward. Will compile this and the do som stresstest,
e.g. pulling the cable at strange moments :-)
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https://code.launchpad.net/~widelands-dev/widelands/internet-gaming-reset/+merge/337129
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-d
I omit to incorporate can_start_working() function to the check altogether, it
simply cannot work properly
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https://code.launchpad.net/~widelands-dev/widelands/bug-1746481/+merge/337125
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/
I am not sure what code problem you have found but further testing shows
no problem later in game with saves, the marble mine does not produce a
debug message after 20 minutes and when a basic economy building is
built but not occupied the AI starts building another of that building,
so that wa
INDEED, I see a problem (in the code) now. I will fix and let you know...
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https://code.launchpad.net/~widelands-dev/widelands/bug-1746481/+merge/337125
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/bug-1746481 into lp:widelands.
__
The gap between the building being finished and being recognised seems
to increase with game time, the first few are almost instantaneous as
the worker reaches the buildings flag, later it occurs just after
occupation.
This run the vineyard was not built until after 8 foresters so there was
no
Everytime a site is occupied for the first time you should see this DEBUG log:
https://bazaar.launchpad.net/~widelands-dev/widelands/bug-1746481/view/head:/src/ai/defaultai.cc#L3706
The problem could had been printf() in my code, I just pushed new branch which
uses log() to print these logs. If
Testing this the AI was set up with
1: Initializing in the basic economy mode, required buildings:
97 / empire_tavern - target 1
95 / empire_winery - target 1
84 / empire_foresters_house - target 2
117 / empire_marblemine - target 1
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