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

2018-03-24 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/frisians into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 -- Your team Widelands Developers is subscribed to branch

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

2018-03-24 Thread GunChleoc
@bunnybot merge -- 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/~widelands-dev Post to

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

2018-03-18 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisians into lp:widelands

2018-03-18 Thread hessenfarmer
Yes great work and a great result! Thanks a lot! -- 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:

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

2018-03-18 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/frisians into lp:widelands has been updated. Commit Message changed to: Add the Frisians as the fourth tribe. Including animated images for all buildings, workers, tribe-specific immovables etc, as well as a campaign with two difficult

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

2018-03-18 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/frisians into lp:widelands has been updated. Commit Message changed to: Added new Frisians tribe with 2 scenarios For more details, see: https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 -- Your team Widelands

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

2018-03-18 Thread GunChleoc
Let's have it and tweak it in a follow-up branch. Great work on this! @bunnybot merge -- 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/frisians into lp:widelands

2018-03-18 Thread hessenfarmer
Btw I have done some experiments for better balance which are quite promising but this is definitly an issue for another branch and should be linked to a bug then. ;-) I will come up with the bug after this branch has been merged to have a place for discussion. --

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

2018-03-18 Thread hessenfarmer
> Sorry for the late reply, another busy week gone by… no worries everybody fully understands that, if I am not totally wrong our chieftain is very busy as well at the moment. > @hessenfarmer: You mean trigger the ration objective as soon as the player > runs out, but not triggering a certain

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

2018-03-18 Thread Klaus Halfmann
Review: Approve testplay The frisinas are ok for me, and the should be merged soon. I did however have Problems playing the second scenario. Somewoh I Managed to build alle needed things and teardown my Port, still my Blacksnith did not produce any pick, no Idea where that Iron went. Bendickt:

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

2018-03-11 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisians into lp:widelands

2018-03-11 Thread hessenfarmer
> > > What is the reason for not triggering the rations objective while the gahter > materials objective is not done yet? > > I changed the objective because it was said some time ago that a definite > objective might be preferred here instead of having nothing. Plus, the player > will be glad

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

2018-03-11 Thread Benedikt Straub
I changed the early attack warning as R M suggested, and the "out of bricks" hint now has a li_arrow for the constructionsite hint (also using this for the "out of reed" hint). I also changed the aqua farm helptext note to omit the brickmaker and emphasise the clay pit. > What is the reason

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

2018-03-06 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisians into lp:widelands

2018-03-06 Thread GunChleoc
If you don't want extra objectives, you could add another string below the speech function with a li_arrow - I think that would look OK for some UI hints. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch

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

2018-03-06 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisians into lp:widelands

2018-03-06 Thread R M
What abot getting rid of the conquer radius remark by something like - The scouts informed me that the enemy can’t build towers. We could build a fortress, which is the building that will push the border as far east as possible in one go. The enemies can only see it if they build a fortress

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

2018-03-06 Thread Benedikt Straub
Thanks for the review, I implemented most of your NOCOMs. I didn´t change two of the texts in the first scenario because I can´t think of a way to rephrase them, and I don´t want an objective there – any suggestions? Also, I changed the "wait and gather building materials" objective in the first

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

2018-03-03 Thread bunnybot
Continuous integration builds have changed state: Travis build 3272. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/348603552. Appveyor build 3081. State: failed. Details:

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

2018-03-03 Thread GunChleoc
I have finished my review. Please have a look at the diffs and the NOCOM comments. -- 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/frisians into lp:widelands

2018-03-02 Thread GunChleoc
Regarding worker names, I came across "Brickmaker" on Wikipedia. Or maybe we can call him "Clay Mixer"? I think Brickmaker sound better though. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch

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

2018-03-02 Thread hessenfarmer
thanks for doing all the hard work. I was watching a lot of AI vs AI games in the meantime and I have some suggestions for better AI Behaviour with the frisians, but this should not stop merging as we can easily tune this later as well. However the frisians need a lot of barley, much reed and

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

2018-03-02 Thread Benedikt Straub
Sorry for not responding earlier, it was a busy week. I changed the scenarios according to the comments, fixed the bug in collectors, and changed the buildcosts for the armor smithies so the upgrade is now a bit cheaper than a new small one. I renamed the brick burners house to brick kiln. There

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

2018-03-02 Thread R M
Kiln would be a better description for the building, brick maker might also be better for the worker. On an associated item the clay pit worker is also a clay burner, I was of the opinion that he was at one time a clay digger. With the claypit having water as an input, together with the ground

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

2018-03-02 Thread GunChleoc
I'm working on translating the glossary entries and came across a common word: "brick kiln". I'm in favor of renaming the brick burner's house. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch

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

2018-02-27 Thread hessenfarmer
Another bug found win condition collectors does not reflect new name of sword_short -- 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/frisians into lp:widelands

2018-02-27 Thread GunChleoc
I have done some proofreading on the first scenario now - feel free to revert or change anything that you don't agree with. Please have a look at my NOCOM comments in the commit, and also at the handling of Title Case. Once scenario 2 has been fixed up (see my code style comments above too), I

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

2018-02-26 Thread GunChleoc
Sgrìobh hessenfarmer na leanas 25/02/2018 aig 15:53: > @ Gun_Chleoc: Sorry I have overlokked the small tilde ;-) NP - no idea why the languages doesn't use !, which is a lot easier to distinguish... thanks for double-checking though :) I have now created glossary entries on Transifex for the

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

2018-02-25 Thread hessenfarmer
@ Gun_Chleoc: Sorry I have overlokked the small tilde ;-) @ Nordfriese: I found out one reason for the behaviour, that the master blacksmith is occupying the small armor_smithy instead of the large one. Mainly this is done due to a new small_smithy is started right after starting the upgrade.

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

2018-02-25 Thread GunChleoc
But the new table is ((not x) or (not y)) - I changed == to ~= too ;) -- 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/frisians into lp:widelands

2018-02-24 Thread hessenfarmer
out of curiosity I had a quick look on the diffs and I think that in line 154 of mission 1 there might be a mistake as the logic table from NOT ( x AND Y) is differnt to (x OR y) -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers

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

2018-02-24 Thread GunChleoc
I have started with the code review - can you please have a look at the logic changes? The meaning should still be the same. I also did some formatting on Scenario 1, can you do the same for Scenario 2? Also a NOCOM comment about a variable name - abbreviations make the code harder to read. --

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

2018-02-23 Thread GunChleoc
I'm on the wrong computer right now, so some string fixes as diff comments in-line. I'd still like to look at the Lua code and the scenario texts. Scenario texts can be done later though, because I can control when I add them to Transifex. The introductions need to be ready though. At first

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

2018-02-22 Thread hessenfarmer
@ Tibor: Your corner case is only valid if the worker on a lower position is the one in the last occupied blacksmithy available and no hammer is available before expelling this position. In every other case I think this situation would be recovered by the blacksmith producing new tools for

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

2018-02-22 Thread hessenfarmer
Review: Approve playtest Good morning, my AI fixes are up now. So from terms of playtesting and AI behaviour the frisians are good to go from my side. Still to do: - finish of code review from Gun_Chleoc (or any other reviewer more experienced than me) - textreview by a reviewer with more

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

2018-02-22 Thread R M
I agree to merge and work out balancing later, it seems only minor tweaks needed. After implementing Hessanfarmers fixes I was able to watch Frisian AI beat Barbarian AI with no problem, except it took a few hours more than a human player. --

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

2018-02-22 Thread TiborB
Yes, such algorithm can be created, but there are still a corner cases, e.g.: There are 3 buildings X where one is missing a specific worker W. There is 1 building Y where there is worker W working on lower position. Is it good strategy to expel worker W from Y and perhaps stop production in Y

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

2018-02-22 Thread Benedikt Straub
Thanks for teaching the AI to play frisians :) Please do change the AI hints as you think best. @Tibor: Regarding the micromanagement of experienced workers – would it be possible for AI to check frequently if there is a building with a vacant worker slot for a worker that cannot be created

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

2018-02-22 Thread hessenfarmer
Agreed this needs more thinking and discussion and is not related to frisians. As soon as I get confirmation from Nordfriese I will commit my changes and from my perspective the frisians would be good enough for a merge as an experimental tribe and we can sort out balancing and specific AI

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

2018-02-22 Thread TiborB
So you say, do not upgrade productionsite if there are any such productionsite that is unoccupied or under construction? Should not be difficult to code but be sure it is good idea, think mainly about corner cases -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910

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

2018-02-22 Thread hessenfarmer
As far as I know and as I have seen in my testrounds the AI normally is starting to build other buildings only after Basic_economy is achieved. However if basic_economy can't be achieved in a reasonable time it starts to build the buildings that are not basic after a certain time. Generally

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

2018-02-22 Thread TiborB
Or more cleaned option would be to trim down the basic economy buildings so that it coped also with hard starting conditions -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch

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

2018-02-22 Thread TiborB
Yes, I agree It is very complicated to say what site "can be finished". But main problem is that basic_economy settings are calibrated to normal starting conditions. Hard modes should have own - limited in regard to number of buildings - basic economy settings. This is purpose of basic

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

2018-02-22 Thread R M
Yes it would be useful to have basic economy state available to lua, for simplifying scripting of scenarios and start conditions. Just as it would be useful to test if a player is human or AI. Building of training sites before there is a metal production or food production set up is a problem

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

2018-02-22 Thread TiborB
As for quarries - I will fix this As for woodcutters - this is similar to quarries, but generally it is logical to built lumberjack(a) even if without trees nearby (and if no spots with trees are available) before you run out of logs and will not be able to build lumberjacks at all... As for

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

2018-02-22 Thread R M
I was test all 4 tribes with hardcore start positions on Last Survivors map which highlit a few AI problems, in tweaking things I have got it to the point where often 2 tribes can reach the basic economy stage in about 2 hours. One of the problems thrown up by all tribes was quarries are a big

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

2018-02-21 Thread TiborB
"the AI places a quarry where there is no stones at all this is similar in all tribes" - yes, I looked into code, it might be, I will fix it "but sometimes the upgraded worker is sent to another basic building instead of the upgraded one." - AI indeed does not do such detailed management.

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

2018-02-21 Thread hessenfarmer
Hi everybody, I just found a little bug while recognizing the AI didn't build any beekepers. The reason was that the beekeeper had no output defined. I fixed this and the AI did handle the beekeeper correctly. Currently I see only two weird things in the AI which are probably not directly

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

2018-02-21 Thread hessenfarmer
I could do it this evening. However it was just deleting 2 lines ("recruitment = true" and "basic_amount = 1") from AI hints in the init.lua of the reindeer farm. (just if anybody else wants to test it as well). The other changes with regard to how Basic economy is defined are just

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

2018-02-20 Thread GunChleoc
Since we have multiple people working on this branch now, can you commit and push your changes? -- 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/frisians into lp:widelands

2018-02-20 Thread hessenfarmer
Good morning, I finally got the AI handling the frisian specialties quite well. :-). I tested a 4 AI game on fullmoon map. As there was plenty of fish AI's did only build one or nil aqua farms thanks to Tibors fix. I will check how aqua farm is handled on maps with less or even no fish. Any

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

2018-02-19 Thread GunChleoc
No, please don't rename the main tribe files, that would be a bit overkill. I changes the markup for the tooltip, because we can't handle assembling 2 strings here. For some reason, we have to run them through Gettext again on the C++ side. --

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

2018-02-19 Thread Benedikt Straub
Fixed the pgettext > I also think that we should call the tribe "Frisians (under development)" or > "Frisians (experimental)" Also done now, added "experimental" to the tribename and "under development" to the tooltip. > When renaming units, we should also rename their internal names and bzr

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

2018-02-19 Thread GunChleoc
> Sorry, I´ll remember this from now on No problem. > I take it that the correct apostrophe is the one with the handy shortcut > altgr-shift-n on my keyboard: ’ Exactly. The other one is an accent without letter ;) > I put the meat in the reindeer farm's helptext note. You forgot the

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

2018-02-19 Thread Benedikt Straub
Sorry, I´ll remember this from now on I take it that the correct apostrophe is the one with the handy shortcut altgr-shift-n on my keyboard: ’ I removed the performance texts for farm and reed farm; the other buildings seem ok. I put the meat in the reindeer farm's helptext note. The water

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

2018-02-19 Thread GunChleoc
Please make smaller commits. You merged trunk, that needs to be a separate commit. I now have to wade through all of those changes that are completely unrelated to this branch to get at the actual changes :( So: - Merge trunk: commit - Changes to scenario - commit - Fix unit names and

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

2018-02-19 Thread GunChleoc
Comments for the strings and unit names. When renaming units, we should also rename their internal names and bzr mv their directories to match. Make sure to grep so that we won't miss anything! I'd be happy to take care of these technical bits for this. Also, make sure that you don't use ´ as

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

2018-02-19 Thread Benedikt Straub
Some changes to the first scenario: · After the time with no objective, the next one should be triggered quite soon now · Iron mine, blacksmithy and furnace become available earlier, so they can be built as soon as the first tavern objective is complete · If the portspace is blocked when the

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

2018-02-18 Thread R M
I restarted the first scenario, old one was a boken save, this time I managed to trigger several extra objectives messages, short of clay, short of bricks etc. It was a bit of a problem remembering what to do as they were not listed as objectives, as was said earlier there are periods where

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

2018-02-17 Thread TiborB
re: "Add a new hint supporter_required..." - yes, this sound good to me, I can do it and should not be that complicated. Just dont forget about possible conflicts with basic economy stuff (supported building is a basic, but supporter is not) --

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

2018-02-17 Thread GunChleoc
I have done some proofreading on the tribe's units. Will do the scenarios some other time. Best look at the diff to see if you agree with my changes - there are also some NOCOM comments in there for discussion. 2 more things: 1. I don't like "(Master) Seamstress" as the name of a building.

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

2018-02-16 Thread hessenfarmer
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. --

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

2018-02-16 Thread hessenfarmer
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

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

2018-02-16 Thread GunChleoc
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

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

2018-02-16 Thread Benedikt Straub
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

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

2018-02-16 Thread TiborB
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

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

2018-02-16 Thread TiborB
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

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

2018-02-16 Thread TiborB
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

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

2018-02-16 Thread TiborB
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:

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

2018-02-16 Thread TiborB
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

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

2018-02-16 Thread hessenfarmer
@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

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

2018-02-16 Thread TiborB
" 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

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

2018-02-16 Thread hessenfarmer
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

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/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/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/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. --

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

2018-02-13 Thread Benedikt Straub
Seems like I greatly overestimated the difficulty of writing a program that correctly scales these images ;) They are all done now. There are no more twitching playercolor masks; and as a side effect, the new scaling program brings out the structure of the brick walls and cobblestones better,

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

2018-02-13 Thread hessenfarmer
Don't worry about the time to fix this. You are normally fixing things faster than I can test. For the aqua farm you could simply give the player a hint to ensure there is a working claypit near the aqua farm and the farm has all the ressources it needs. For collector and beekeeper I would

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

2018-02-13 Thread Benedikt Straub
I added out-of-resource notifications with a 33% treshold for bee-keeper and fruit collector. Removing the tooltip doesn´t always work though, but the same problem sometimes happens with woodcutters. Looks like a bug to me. I wasn´t sure what notification to write for the aqua farm, as it can

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

2018-02-13 Thread hessenfarmer
Just forgot one thing. in some of the buildings working programs there are wrong comments for the translators. e.g. in the armour smithy the first comment states something about preparing a ration. These comments need to be fixed to not confuse the translators --

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

2018-02-13 Thread hessenfarmer
Did another round of playtesting yesterday. Here are my observations: the "frozen" tooltip texts "did not find any ressources were really annoying. I had them for the beekeepers, the fruitcollectors and the aquafarms. the tavern showed a similar blinking behaviour than did the shipyard before,

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

2018-02-10 Thread TiborB
"I thought there was an AI hint that allows the AI to realize a building needs a helper" - it works this way, but the hint must be put in helper's hints via 'supports_production_of' -- 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

2018-02-10 Thread Benedikt Straub
I thought there was an AI hint that allows the AI to realize a building needs a helper, but apparently I was wrong, couldn´t find one in the documentation … I removed the requires_helper. The empire warehouse is now a custom building of the scenario. I am confident I didn´t break saveloading

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

2018-02-10 Thread R M
Review: Needs Fixing Three console errors on startup. ERROR: Unused key "requires_helper" in LuaTable. Please report as a bug. Generated by beekeepers hut, aqua farm and collector -- 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

2018-02-09 Thread hessenfarmer
Review: Needs Fixing another small thing to change. since the development of empire 04 there is a functionality to add custom buildings to a scenario. This should be used for the empire_warehouse of scenario 2, instead of including it into the normal tribe. --

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

2018-02-06 Thread bunnybot
-2953. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Mailing list: https

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

2018-02-06 Thread Klaus Halfmann
w the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https:

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

2018-02-05 Thread bunnybot
-2950. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Mailing list: https

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

2018-02-04 Thread hessenfarmer
first observation is that the scenarios should be converted to new font renderer before merging. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians

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

2018-02-02 Thread bunnybot
-2936. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Mailing list: https

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

2018-01-31 Thread bunnybot
-2928. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Mailing list: https

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

2018-01-31 Thread bunnybot
-2925. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Mailing list: https

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

2018-01-31 Thread Klaus Halfmann
need a day alone for proofreading :-) -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisians into lp:widelands. ___ Ma