The proposal to merge lp:~widelands-dev/widelands/bug1504948 into lp:widelands
has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug1504948/+merge/274076
--
Your team Widelands Developers is subscribed to branch
lp:~
Review: Approve
I had a look at the impact of None vs. Failed - it is for the statistics only.
Since it doesn't matter to have the productivity go down if there is no use for
ships anyway, LGTM :)
--
https://code.launchpad.net/~widelands-dev/widelands/bug1504948/+merge/274076
Your team Wideland
I tested with a modified production site program for the shipyard - first do
the building of the ship, then check for seafaring. This way whenever the
shipbuilding is called, the program consumes a ware.
Now when I removed all wares from stock, the "no use for ships on this map" was
coming up. W
I don't know if it "recovers" successfully if the map magically gets a
reachable portspace (scripting/events?) after the shipyard has been built, but
I am not able to create a map to test that, unfortunately.
--
https://code.launchpad.net/~widelands-dev/widelands/bug1504948/+merge/274076
Your te
Jens Beyer has proposed merging lp:~widelands-dev/widelands/bug1504948 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1504948 in widelands: "Performance issue when "no use for ships on this
map""
https://bugs.launchpad.net/widelands/+bug/15049
5 matches
Mail list logo