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

2018-02-15 Thread hessenfarmer
Ok this evening I did some AI tests with the --ai_training switch. I think there are things to be fixed especially we should review the basic economy of the tribe. I did some tests: reindeer_farm needs to be excluded (has already a TODO in the code) instead a coal_mine has to be added. We

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

2018-02-15 Thread GunChleoc
I just reviewed the AI fix for the militarysites, so it should land in trunk soon :) -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisians.

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

2018-02-15 Thread GunChleoc
Review: Approve Yes, that looks good. Thanks! :) @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/findpath_modification/+merge/337103 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/findpath_modification.

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

2018-02-15 Thread GunChleoc
Review: Approve LGTM - the documentation already states that it's allowed for militarysites, so nothing to do there. @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/ai_militarysites_prohibited/+merge/337822 Your team Widelands Developers is subscribed to branch

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

2018-02-15 Thread TiborB
next try please :) -- https://code.launchpad.net/~widelands-dev/widelands/findpath_modification/+merge/337103 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/findpath_modification. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/better_notification_mail into lp:widelands-website

2018-02-15 Thread GunChleoc
There's a typo in the subject now: was send -> was sent I got the 2 notifications for the messages. -- https://code.launchpad.net/~widelands-dev/widelands-website/better_notification_mail/+merge/335028 Your team Widelands Developers is subscribed to branch lp:widelands-website.

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

2018-02-15 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/ai_militarysites_prohibited into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1749716 in widelands: "aihints for military buildings" https://bugs.launchpad.net/widelands/+bug/1749716 For

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/better_notification_mail into lp:widelands-website

2018-02-15 Thread kaputtnik
Thanks for testing :-) The subject on private messages should work now. I forgot that django_messages ships his own short.txt (used for the subject). I send you a PM reply and a new PM. If this is ok it can go in, imho. Shut off the alpha site for now. --

Re: [Widelands-dev] [Merge] lp:~trimardio/widelands-website/module_scheduling into lp:widelands-website

2018-02-15 Thread kaputtnik
> I added also a button to hide/show the clocks, because in my tests I found > that it becomes quite cumbersum to scroll when some user have a lot of > available hours. Good idea :-) Currently the clocks are hidden by default, but i think the other way around would be better. So: Show the

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

2018-02-15 Thread R M
Agreed the AI currently has no chance of doing anything with a hardcore start, every tribe is usually blocked within 5 minutes. In normal games I always give the AI a better than normal start if I play hardcore. I have recently been testing a hardcore start where the is some trading post code

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

2018-02-15 Thread hessenfarmer
for a real hardcore start the AI should have a normal start or even a better start condition than normal. e.g. in frisians 01 they are gifted with more starting wares than usual and all the trained soldiers. Their Advantage was even greater in the past and has been reduced due to this being

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

2018-02-15 Thread TiborB
The AI does not consider prohibited_till for militarysites. You can open a bugreport, fix should be fast and simple I presume forced_after is meaningless for militarysites... -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is

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

2018-02-15 Thread R M
I have also been testing, but have only just got the latest revision. I was part way through the first scenario, I delayed retesting as it was such a long boring slog across the island the first few times, but was was several revisions ago. This time I met the enemy far sooner and they had

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/better_notification_mail into lp:widelands-website

2018-02-15 Thread GunChleoc
PM to myself just says "by GunChleoc" in the subject. It should read "X sent you a message on Widelands" or something. -- https://code.launchpad.net/~widelands-dev/widelands-website/better_notification_mail/+merge/335028 Your team Widelands Developers is subscribed to branch

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

2018-02-15 Thread hessenfarmer
Thanks for fixing. Currently I am testing with regard to balancing. I want to try how long it will take me to create a) a level 10 soldier b) recruit 50 soldiers c) raise the military score above a certain level I'll then compare with barbarians and empire. Although this is really time

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

2018-02-15 Thread GunChleoc
We now have documentation on the AI hints: https://wl.widelands.org/docs/wl/autogen_ai_hints/ Your program to scale the images sounds interesting, maybe you could add it to our utils directory in a separate branch, or to the media repository https://code.launchpad.net/widelands-media? --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/better_notification_mail into lp:widelands-website

2018-02-15 Thread GunChleoc
I have added a few posts to the alpha site and uploaded a map. -- https://code.launchpad.net/~widelands-dev/widelands-website/better_notification_mail/+merge/335028 Your team Widelands Developers is subscribed to branch lp:widelands-website. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-documentation into lp:widelands

2018-02-15 Thread GunChleoc
But you did add some, in this commit: https://bazaar.launchpad.net/~widelands-dev/widelands/fh1-documentation/revision/8429 It would be better to link to the allowed attributes documentation in src/graphic/text/rt_parse.cc and not duplicate the documentation in the Lua file. I also still need

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1669230-lastbastion-finetune into lp:widelands

2018-02-15 Thread GunChleoc
Review: Approve Yes, code is OK now. Somebody should still test to make sure that the issue is resolved. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1669230-lastbastion-finetune/+merge/337083 Your team Widelands Developers is subscribed to branch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player into lp:widelands

2018-02-15 Thread GunChleoc
Running a translation update on trunk regenerated the Launchpad state :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-1639514_fix_yellow_player/+merge/337507 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/fix_infrastructure_return_values.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player into lp:widelands

2018-02-15 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1639514_fix_yellow_player/+merge/337507 -- Your team Widelands

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

2018-02-15 Thread Benedikt Straub
I could now reproduce the bug in the first scenario where shipyard and weaving mill didn´t appear until the flood destroyed the headquarters. Should be fixed now. The frozen tooltips for collector´s house etc seem to be the same issue as bug 1627326. --