Re: [Widelands-dev] [Merge] lp:~kxq/widelands/feature-1656664-scout-improvement into lp:widelands

2017-12-16 Thread Teppo Mäenpää
Actually, revealing the unknown territory might not take that much longer:
- Vision range was increment by one, which speeds up the sweeping efficiency 
quite much;
- Walking near the military sites reveals tiny bits of landscape, too.

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Re: [Widelands-dev] [Merge] lp:~kxq/widelands/feature-1656664-scout-improvement into lp:widelands

2017-12-16 Thread Teppo Mäenpää
Thanks for the quick reply. Currently (=BZR8529) the scout does random walk 
about something between ~34 and 100% of the time: 100% if no enemy military 
sites are near, and ~34% when there are many enemy military sites nearby.

When the scout is wandering randomly, it prefers unseen places if any are left.

In short, all places are still revealed. It takes somewhat more time, though.

The notice is a good idea. It is, however, not directly related to this.
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lp:~kxq/widelands/feature-1656664-scout-improvement into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~kxq/widelands/feature-1656664-scout-improvement into lp:widelands

2017-12-16 Thread Klaus Halfmann
Thanks for pinking that up that one.

Could it be possible to make the scout prefer parts of the map not visible 
yet? E.G. the scout sometime fails to revela some parts of the map as he
visits the smae, already know place again and again.

And, even Better if a scout fins only places already owned by a player
for say 5 excursion, he may notify the player about this. E.G.
you forgot to tear down a scout whch is now in the middle of your territory.

If this is to complex, we may however do this in some differnt branch.
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lp:~kxq/widelands/feature-1656664-scout-improvement into lp:widelands.

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