Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread TiborB
Please try once more.. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1746481/+merge/337125 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1746481 into lp:widelands. ___ Mailing

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

2018-02-06 Thread bunnybot
Continuous integration builds have changed state: Travis build 3146. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/337978807. Appveyor build 2953. State: success. Details:

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

2018-02-06 Thread Klaus Halfmann
Wow, nice work! I played this now (alone, no Enemies) and tried to get used to that economy. Its still more complex then I expected. Aqua Culture and Beekeepers are ideas that are quite interesting. I was waiting for the usual lack of logs and _surprise_ ran into a lack of bricks :-) The

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/internet-gaming-reset into lp:widelands

2018-02-06 Thread Klaus Halfmann
looks straigghtforward. Will compile this and the do som stresstest, e.g. pulling the cable at strange moments :-) -- https://code.launchpad.net/~widelands-dev/widelands/internet-gaming-reset/+merge/337129 Your team Widelands Developers is requested to review the proposed merge of

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread TiborB
I omit to incorporate can_start_working() function to the check altogether, it simply cannot work properly -- https://code.launchpad.net/~widelands-dev/widelands/bug-1746481/+merge/337125 Your team Widelands Developers is requested to review the proposed merge of

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread R M
I am not sure what code problem you have found but further testing shows no problem later in game with saves, the marble mine does not produce a debug message after 20 minutes and when a basic economy building is built but not occupied the AI starts building another of that building, so that

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread TiborB
INDEED, I see a problem (in the code) now. I will fix and let you know... -- https://code.launchpad.net/~widelands-dev/widelands/bug-1746481/+merge/337125 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1746481 into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread R M
The gap between the building being finished and being recognised seems to increase with game time, the first few are almost instantaneous as the worker reaches the buildings flag, later it occurs just after occupation. This run the vineyard was not built until after 8 foresters so there was

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread TiborB
Everytime a site is occupied for the first time you should see this DEBUG log: https://bazaar.launchpad.net/~widelands-dev/widelands/bug-1746481/view/head:/src/ai/defaultai.cc#L3706 The problem could had been printf() in my code, I just pushed new branch which uses log() to print these logs. If

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1746481 into lp:widelands

2018-02-06 Thread R M
Testing this the AI was set up with 1: Initializing in the basic economy mode, required buildings:     97 / empire_tavern   - target 1     95 / empire_winery   - target 1     84 / empire_foresters_house  - target 2    117 / empire_marblemine   - target 1