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

2018-09-11 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 -- Your team Widelands Developers is subscri

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

2018-09-11 Thread bunnybot
Continuous integration builds have changed state: Travis build 3939. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/427302588. Appveyor build 3737. State: failed. Details:

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

2018-09-11 Thread GunChleoc
Review: Approve Tested now and TODO comment added @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior.

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

2018-09-11 Thread GunChleoc
Code with the dummy program LGTM. Can you please add a TODO comment to the wares help in order to document that it's a hack and waiting for an engine redesign on the production programs? Not tested yet. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your

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

2018-09-10 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-09-10 Thread hessenfarmer
I don't know why this is the case. and yes this is really illogical, ut I know that changing this would affect balancing directly as the empire would need one item less to build fully trained soldiers. The idea behind the balance of tribes is to some extent based on equal costs. Nevertheless I

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

2018-09-10 Thread Toni Förster
I do have one question regarding the empire. The armorsmithy produces 2 armor_helmet with the changes made in this branch, instead of one. The question I have is: why does the trainingcamp need helmets? The soldiers are already equipped with one. The barbarians for example don't have a helmet

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

2018-09-09 Thread bunnybot
Error merging this proposal: Output: stdout: stderr: M data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua M data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua M data/tribes/buildings/productionsites/atlanteans/crystalmine/init.lua M

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

2018-09-09 Thread bunnybot
Continuous integration builds have changed state: Travis build 3918. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/426311064. Appveyor build 3716. State: success. Details:

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

2018-09-08 Thread hessenfarmer
I found a solution to have the correct values in the encyclopedia. Maybe it is not very elegant but it is at least working until we have the redesign. See if you want to have it. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands

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

2018-09-08 Thread GunChleoc
If it could be done easily, I would have already done it. I actually started coding for it and then reverted my changes, because it became pretty hacky and complicated very fast. We need a proper tree structure for production programs - it's a good idea to have one anyway, since that will also

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

2018-09-08 Thread hessenfarmer
Should be ok for the moment being. I was thinking of a solution to count the call's for a production program to have the correct amount. and display the consume information of the calling program. But at the moment I am still struggling how to asses the production programs tables in lua.

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

2018-09-08 Thread GunChleoc
Review: Resubmit It will now show "Calculation needed" if the building is a mine, and the produced and consumed wares as usual for all other buildings. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch

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

2018-09-08 Thread GunChleoc
I'll see about programming a filter into the help's Lua script. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior.

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

2018-09-06 Thread hessenfarmer
The changes creating the problem are the heart of this change, cause they fix a lot of weird behaviour in the mines as well as adjusting timings for better balance. Therefore I would vote for having the branch as it is and just adding a note to the encyclopedia window and to the release notes

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

2018-09-06 Thread GunChleoc
Review: Needs Fixing The wares cannot be fixed without a bug overhaul of the production program code, and it's too late in the release cycle to do that now. The only alternative would be some really really ugly hacks, which I don't want to do. The problem is that the consumed wares are not in

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

2018-09-05 Thread bunnybot
Continuous integration builds have changed state: Travis build 3897. State: errored. Details: https://travis-ci.org/widelands/widelands/builds/424658912. Appveyor build 3695. State: success. Details:

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

2018-09-03 Thread Toni Förster
Review: Approve LGTM -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior. ___ Mailing list:

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

2018-09-02 Thread Toni Förster
I already had a look at some of the changes made here. From my side it looks okay so far. Any particular I have to look at? -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch

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

2018-08-24 Thread GunChleoc
Agreed. This branch should only get tweaks to changes that are already in it. @Toni, would you like to review hessenfarmer's work? -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch

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

2018-08-23 Thread hessenfarmer
I think we should discuss this in the forum. I see the point but I believe your proposed solution would result in unreliable stats in the case that not enough construction material is delivered to the shipyard. Furthermore I think we should not have this in this branch cause it got already

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

2018-08-23 Thread Toni Förster
One question regarding the shipyards. It takes 16 steps to complete a ship. But 20 to reach 100% productivity. That somehow doesn't feel right; having built an entire ship but only 80% productivity. What about moving the animation to the work program and remove the return from there to have

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

2018-08-21 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-16 Thread hessenfarmer
I agree that is somewhat not very streamlined. The difference for the crystalline is that it produces different outputs while normal mindshare producing only one. So the current design doesn't do that much harm but we should keep this consistent. I from my perspective a beginning sleep of 5

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

2018-08-16 Thread Toni Förster
The atlantian's crystalmine has the sleep between the conditional "return=skipped" and "consume" while all other mines(for all tribes) have it before the return=skipped. Which one is correct? Also I remember that this penalty was removed e.g. for the taverns. Why is it still in place for all

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

2018-08-16 Thread hessenfarmer
In principle Yes. Needs some reviews however and I can't do this for my own stuff. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior.

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

2018-08-16 Thread GunChleoc
Is this ready for merging? -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior. ___ Mailing list:

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

2018-08-15 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-07 Thread hessenfarmer
Review: Resubmit Ok did some playtesting. Programs work fine. mine statistics seem to be much better now (e.g. around 5% when depleted). Atlanteans mines deplete faster now while still having some problems finding the last bit. Should be ok now. --

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

2018-08-04 Thread bunnybot
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-01 Thread bunnybot
Continuous integration builds have changed state: Travis build 3746. State: failed. Details: https://travis-ci.org/widelands/widelands/builds/411028029. Appveyor build 3546. State: success. Details:

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

2018-07-30 Thread hessenfarmer
I have some proposals to fix the issues discovered. see my latest post in https://wl.widelands.org/forum/topic/4232/?page=8#post-25429 in short the mine programs should look like programs = { work = { -- TRANSLATORS: Completed/Skipped/Did not start mining coal because ...

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

2018-07-28 Thread GunChleoc
> We should document the new philosophy of the mines preferably in the RST > section: > - now one ressource on the map delivers exactly one ware > - the probability is now calculated over the complete work cycle and > implemented in the first mine command > - all working animations are put at

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

2018-07-26 Thread hessenfarmer
Review: Needs Fixing After discussing this in the Forum the marble mine probability settings need to be changed back to 20%. found another issue in the code of the mine program in lines following

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

2018-07-26 Thread Benedikt Straub
Review: Approve review Found no more errors, changes look sensible. Didn´t test. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior.

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

2018-07-25 Thread hessenfarmer
Review: Resubmit Ok yesterday I fixed all diff comments from Nordfriese and me. (Hope I caught all of them) Did a testrun of 4 Ai (one of each tribe) on Full moon map. No anomalies showed up in the first 3 hours. Although no mine got depleted so I couldn't get the stats of a depleted mine. Ai

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

2018-07-24 Thread bunnybot
Continuous integration builds have changed state: Travis build 3721. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/407778348. Appveyor build 3521. State: success. Details:

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

2018-07-24 Thread hessenfarmer
found an error which prevented playtesting will fix the errors and upload within an hour so please do not upload anything until then. Diff comments: > > === modified file > 'data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua' > ---

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

2018-07-24 Thread hessenfarmer
I agree to Nordfrieses last comment. Just ignore my commet about worker experience didn't see that it is the upgraded building. We should document the new philosophy of the mines preferably in the RST section: - now one ressource on the map delivers exactly one ware - the probability is now

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

2018-07-24 Thread Benedikt Straub
Found another issue: For the buildings where the penalty for missing wares has been removed, the program order is now: "return=skipped unless economy needs ", "consume=", "animate=working ", "sleep=", "produce=" The last two lines should be switched here for all those buildings. It´ll

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

2018-07-24 Thread bunnybot
Continuous integration builds have changed state: Travis build 3718. State: failed. Details: https://travis-ci.org/widelands/widelands/builds/407539420. Appveyor build 3518. State: success. Details:

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

2018-07-24 Thread hessenfarmer
Agree to most of Nordfrieses Comments stats are looking much better now in the Excel. will upload them to the bug ASAP Diff comments: > > === modified file > 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua' > ---

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

2018-07-24 Thread Benedikt Straub
Review: Needs Fixing review Reviewed the code, added a lot of small comments for code style. Feel free to ignore. Also found a typo in the frisian deep gold mine and a possible bug in the design of all mines, please fix. Is it really intended that the frisian deep gold and iron mines produce

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

2018-07-24 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands has been updated. Commit message changed to: Diverse balancing tweaks for productionsites - Honey Bread Bakery now only ignores economy requirements when producing Honeybread and the workers need experience

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

2018-07-24 Thread GunChleoc
stats as the Deep Iron Mine Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 -- Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands