I checked the Ai hints of the other tribes as well and sometimes they are not
that logically set. E.g. mountain_conqueror is sometimes assigned to a conquer
6 building and sometimes not. I have the feeling that we should go over all of
them once again.
--
https://code.launchpad.net/~widelands-d
Ok the bad thing is aqua farms won't work with the current AI as they are
identified as fishers in the AI so Ai builds lots of them instead of real
fishermens houses. We can't control this by using the production hints. Any how
there might be a solution in defaultai.cc I think we should add the
The proposal to merge lp:~widelands-dev/widelands/findpath_modification into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/findpath_modification/+merge/337103
--
Your team Widelands Developers is subs
Having the Blender files in the media repo would be great - it will be
impossible to do changes down the road otherwise.
A strictly defined directory structure is not a problem, as long as it's
documented.
--
https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910
Your team W
I changed the AI hints so they are similar to other tribes, and frisian AI
seems to do better now. The clay pit is marked as supporting fish production…
Suggestion for producer/supporter hints: Add a new hint supporter_required;
buildings for which this is true may only be built close to an exist
> Reducing to 120px or 100 is big enough, imho.
100px is too small to be readable IMO so I didn't reduce it further than 120px
but if we lack space we could also find some other rearrangement possible. I
also decrease the average width of their container, that simplify already :)
I applied appr
sorry, I must correct what I corrected 2 posts above
bf->producers_nearby.at(ph) can be used to count supported sited nearby, if we
use ph = production hint
--
https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910
Your team Widelands Developers is subscribed to branch
lp:~w
Also consider pair ranger - lumberjack. Lumberjack does not need a ranger to
operate, providing that there is a lot of trees around.
On from other side, it might be logical to build rangers (without lumberjacks
neary) and place a lumberjack later on when there is a forest.
So dependency should n
sorry, this is not related to supporter-producer relationship
--
https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/frisians.
___
Mailing lis
also look at bf->producers_nearby
--
https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/frisians.
___
Mailing list: https://launchpad.net/~widela
Hi,
in order of questions:
what can be easily done is to prevent supporters if there is no supported
buildings around. Should be the relation that strict?
No, productivity of nearby supported buildings is not considered, just pure
count
This is controlled by genetic algorithm, but there is no
GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1740141-map-horizon into lp:widelands.
Commit message:
Fixed bug in Crossing the Horizon map where the artifact at position 135/65
couldn't be conquered by a player
Requested reviews:
Widelands Developers (widelands-dev)
Related b
@TiborB:
Normally the relation of supporter and supported building should be very high
for the AI.
Is there any algorithm to build another supporter if productivity of supported
building is low?
Is there a possibility to prefer fishermen's houses over aqua farms as long as
there is normal fish
" I tried to add Supports_production_of ("clay") to the aqua farm, knowing it
is exactly the other way round but this didn't show the expected result " - I
think this is good approach and should work, but relation is only weak. The
supporter gets highers score when building close to any supporte
Another solution might be to introduce another ware "Breeded_fish" for the
aqua_farm which could be used in the smokery as well to generate smoked fish.
this should lead to the desired effect.
Anyhow from my perspective aqua farms should only be built if there is no
resource "fish" available any
GunChleoc has proposed merging lp:~widelands-dev/widelands/string-fixes into
lp:widelands.
Commit message:
Various string fixes for issues reported on Transifex
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1421942 in widelands: "Unified term for "Black" and "Was
16 matches
Mail list logo