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

2017-11-25 Thread GunChleoc
Yes, I'd liker to hear your suggestions :)

Thanks for testing again!

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-25 Thread hessenfarmer
Review: Approve

Did a complete test of the empire 4 scenario ans some other test regarding the 
trainingsites_max_percent value. Also had a look to the code. The branch now 
handles the value in a way that it will not crash anymore. The scenario ran 
through without any observations. So I would say the branch is ready for 
merging.
However I am not very happy with the algorithm handling the value and the 
definition of these values.
But i will open a new bug for this.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-24 Thread TiborB
@Gun,I somehow believed that this is part of AI hints - that way there would be 
no problem with same building across multiple tribes...
I just want to emphasize that any sum > 100% is fine, no big harm would be 
done. Only if sum < 100% can cause problem.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-24 Thread hessenfarmer
ok I'll change my branch after this one has gone into trunk then. What zip file 
(which content)do you want me to upload? 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-24 Thread GunChleoc
@hessenfarmer: Let's keep your scenario separate, because it hasn't been 
reviewed yet and the  strings would land on Transifex, causing extra work for 
the translators. It would be great if you could upload a zip to a bug though, 
then I could use it to help add a test to out test suite.

@TiborB: I am now thinking that we should shift that calculation to the AI and 
do it per player - theoretically, 2 tribes could have the same building, 
messing up the calculations. Let's do that in another branch though - maybe we 
can have a common branch where we shift both this and the persistent data to 
the AI directory.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-23 Thread GunChleoc
I hope it's fixed now, could you please test again with the values that caused 
the exception?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-23 Thread TiborB
If you allow less then 100%, the result will be that AI will build one 
trainingsite of each type and never more.. this is mathematics...
Further trainingsits are built only if current ratio of this type vs all 
trainingsites is < this percentage
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-23 Thread hessenfarmer
Review: Needs Fixing

Ok tested it, 
found a bug in postload_calculate_trainingsites_proportions():

in the data only the value for an empire_arena is defined with 20%. With my 
additional custom trainingcamp there were 3 remaining sites (colosseum, 
Trainincamp and custom trainingcamp). They got 26% each which summed up to only 
98 which threw an exception as beeing less than 100%.

did a workaround by assigning another 20% to my custom Trainingcamp which led 
to 30% each for the remaining 2 and so we got the correct sum. in this way the 
game loaded fine and ran as designed so the basic mechanism should be fine. 
But the branch still contains the savegame bug of r8493 so I need more time to 
playtest the whole scenario as I can't save.
Anyhow I think we should fix the calculation of of the trainingpercentages by 
allowing less than 100%.
By the way what is the use of this AI Hint value? never noticed it before. 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/add_custom_building into lp:widelands

2017-11-21 Thread hessenfarmer
Ok I'd like to propose the following:

1. will download the branch
2. will download the related appveyor build
3. will integrate the last verion of emp04 scenario.
4. test it and report back
5. if succesful we just need to merge this branch to have everything ready.

would this be ok


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