Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-999262_part2 into lp:widelands

2014-07-19 Thread GunChleoc
Well, it's completely configurable and I'm open to suggestions. We could also make the frequency of messages configurable, so lumberjacks and hunters will only pop up once in a while. Since I don't play often, I'm happy to hear from code illiterates as to what would be appropriate :) --

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

2014-07-19 Thread Hans Joachim Desserud
Diff comments: === modified file 'compile.sh' --- compile.sh2014-06-18 17:11:08 + +++ compile.sh2014-07-19 14:18:30 + @@ -26,15 +26,14 @@ # TODO user interaction and functions for installation including a check # TODO whether the selected directories are

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-999262_part2 into lp:widelands

2014-07-19 Thread wl-zocker
I currently do not have much time to play, but here is my appraisal: Mines, fishers, quarries: Leave them as they currently are. Hunters: After thinking about is, you can add them to the list. Animal recovering is quite slow, so it is not really worth having many hunters. Wells: Never send a