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
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Review: Approve
Tested now and TODO comment added
@bunnybot merge
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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.
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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
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
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
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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.
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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
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.
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.
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I'll see about programming a filter into the help's Lua script.
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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
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
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Review: Approve
LGTM
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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?
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Agreed. This branch should only get tweaks to changes that are already in it.
@Toni, would you like to review hessenfarmer's work?
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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
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
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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
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
In principle Yes. Needs some reviews however and I can't do this for my own
stuff.
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Is this ready for merging?
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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.
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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 ...
> 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
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
Review: Approve review
Found no more errors, changes look sensible. Didn´t test.
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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
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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'
> ---
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
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
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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'
> ---
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
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
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
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