I have also been testing, but have only just got the latest revision. I was part way through the first scenario, I delayed retesting as it was such a long boring slog across the island the first few times, but was was several revisions ago. This time I met the enemy far sooner and they had quite a lot of full attack promoted soldiers which was a vast improvement, I doubt I will beat them, mainly due to my mistakes. Is there a reason why recycling plants are not enabled?
I am hoping to get onto the second scenario later this month. I have been also testing with a peaceful village start which seems to go quite well, I have also played with a hardcore start, I am still fine tuning the starting wares, Frisians need so much more than other tribes but you can do well with surprisingly low start wares. One problem with the hardcore start with an AI player, (AI hardcore is not expected work well for a long time,) is they insist on building an outpost first, which basically uses all their start wares. In an effort to test later stages I used aihints to prevent all military buildings for 10 minutes but they still build an outpost immediately on start, this seems an ai problem more than a Frisian one. -- https://code.launchpad.net/~widelands-dev/widelands/frisians/+merge/336910 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisians. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp