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' > --- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua > 2017-09-03 07:59:51 +0000 > +++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua > 2018-07-24 09:41:57 +0000 > @@ -57,17 +57,23 @@ > -- TRANSLATORS: Completed/Skipped/Did not start mining coal because > ... > descname = _"mining coal", > actions = { > - "sleep=45000", > + "sleep=40000", > "return=skipped unless economy needs coal", > "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2", > "animate=working 20000", > - "mine=coal 4 100 5 2", > - "produce=coal:2", > - "animate=working 20000", > - "mine=coal 4 100 5 2", > - "produce=coal:2", > - "animate=working 20000", > - "mine=coal 4 100 5 2", > + "animate=working 20000", > + "animate=working 20000", > + "mine=coal 4 100 35 2", > + "produce=coal", > + "sleep=2500", > + "mine=coal 4 100 1 2", > + "mine=coal 4 100 1 2", > + "mine=coal 4 100 1 2", > + "produce=coal:3", I think this is a tradeoff to have the tooltip read "has produced 3 coal" Your Scenario only happens if the mine is depleted directly between step 2 and step 3 (i.e. step 2 mines the last coal) so I think it is worth the pain > + "sleep=2500", > + "mine=coal 4 100 1 2", > + "mine=coal 4 100 1 2", > + "mine=coal 4 100 1 2", +1 > "produce=coal:3" > } > }, > > === modified file > 'data/tribes/buildings/productionsites/frisians/coalmine/init.lua' > --- data/tribes/buildings/productionsites/frisians/coalmine/init.lua > 2018-07-19 09:40:06 +0000 > +++ data/tribes/buildings/productionsites/frisians/coalmine/init.lua > 2018-07-24 09:41:57 +0000 > @@ -69,6 +69,7 @@ > "consume=ration", > "animate=working 40000", I would vote to lower this value to 30000 or even 25000 to boost coal production per Minute a bit. as this is the last open Point in the current stats > "mine=coal 3 50 5 20", > + "mine=coal 3 50 100 20", > "produce=coal:2" > } > }, > > === modified file > 'data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua' > --- data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua > 2018-07-19 09:40:06 +0000 > +++ data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua > 2018-07-24 09:41:57 +0000 > @@ -63,15 +63,22 @@ > -- TRANSLATORS: Completed/Skipped/Did not start mining gold because > ... > descname = _"mining gold", > actions = { > - "sleep=40000", > - "return=skipped unless economy needs gold_ore", > + "sleep=39800", > + "return=skipped unless economy needs coal", > "consume=meal", > - "animate=working 18000", > - "mine=gold 3 100 10 5", > - "produce=gold_ore:2", > - "animate=working 18000", > - "mine=gold 3 100 10 5", > - "produce=gold_ore:2" > + "animate=working 19000", > + "animate=working 19000", > + "animate=working 19000", > + "mine=gold 3 100 50 5", > + "produce=gold", > + "sleep=2000", > + "mine=gold 3 100 1 5", > + "mine=gold 3 100 1 5", > + "produce=gold:2", > + "sleep=2000", > + "mine=gold 3 100 1 5", > + "mine=gold 3 100 1 5", > + "produce=gold:2" should be gold_ore. Furthermore I wouzld prefer to have a cycle of 1 Gold, 1 Gold, 3 Gold as the tooltip would read much better. > } > }, > }, > > === modified file > 'data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua' > --- data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua > 2018-07-19 09:40:06 +0000 > +++ data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua > 2018-07-24 09:41:57 +0000 > @@ -63,15 +63,24 @@ > -- TRANSLATORS: Completed/Skipped/Did not start mining iron because > ... > descname = _"mining iron", > actions = { > - "sleep=40000", > - "return=skipped unless economy needs iron_ore", > + "sleep=62000", > + "return=skipped unless economy needs iron", should be iron_ore from my side > "consume=meal", > - "animate=working 18000", > - "mine=iron 3 100 10 5", > - "produce=iron_ore:2", > - "animate=working 18000", > - "mine=iron 3 100 10 5", > - "produce=iron_ore:2" > + "animate=working 19000", > + "animate=working 19000", > + "animate=working 19000", > + "mine=iron 3 100 70 5", > + "produce=iron", > + "sleep=2000", > + "mine=iron 3 100 1 5", > + "mine=iron 3 100 1 5", > + "mine=iron 3 100 1 5", > + "produce=iron:3", > + "sleep=2000", > + "mine=iron 3 100 1 5", > + "mine=iron 3 100 1 5", > + "mine=iron 3 100 1 5", > + "produce=iron:3" No I think it's not intentional just a typo that needs to be fixed > } > }, > }, > > === modified file > 'data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua' > --- data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua > 2018-07-09 11:34:23 +0000 > +++ data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua > 2018-07-24 09:41:57 +0000 > @@ -80,7 +80,7 @@ > -- TRANSLATORS: Completed/Skipped/Did not start brewing beer > because ... > descname = _"brewing beer", > actions = { > - "return=skipped unless economy needs beer or workers need > experience", > + "return=skipped unless economy needs beer", > "sleep=30000", I think we should leave this to help the player having experienced workers for upgrades. Otherwise it would need a lot of micromanagement in the economy Options the frisians need mead very early to operate a Training Arena and they don't have much mead to start with. > "consume=barley water", > "animate=working 30000", > > === modified file > 'data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua' > --- data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua > 2018-07-19 09:40:06 +0000 > +++ data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua > 2018-07-24 09:41:57 +0000 > @@ -63,18 +63,24 @@ > -- TRANSLATORS: Completed/Skipped/Did not start mining granite > because ... > descname = _"mining granite", > actions = { > - "sleep=40000", > + "sleep=39800", > "return=skipped unless economy needs granite", > "consume=meal", > - "animate=working 12000", > - "mine=stones 3 100 10 5", > - "produce=granite", > - "animate=working 12000", > - "mine=stones 3 100 10 5", > - "produce=granite", > - "animate=working 12000", > - "mine=stones 3 100 10 5", > - "produce=granite" > + "animate=working 19000", > + "animate=working 19000", > + "animate=working 19000", > + "mine=granite 3 100 70 5", > + "produce=granite", > + "sleep=2000", I guess this inter program sleep time is to ensure the flag can store the produced wares. Has it been tested that 2 seconds is enough to get the wares carried away? Perhaps Splitting them into 1 sec after the first cycle and 3 secs after the second would allow for better transportation? > + "mine=granite 3 100 1 5", > + "mine=granite 3 100 1 5", > + "mine=granite 3 100 1 5", > + "produce=granite:3", > + "sleep=2000", > + "mine=granite 3 100 1 5", > + "mine=granite 3 100 1 5", > + "mine=granite 3 100 1 5", > + "produce=granite:3" > } > }, > }, -- 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: 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