Ok this evening I did some AI tests with the --ai_training switch. I think
there are things to be fixed especially we should review the basic economy of
the tribe. I did some tests: reindeer_farm needs to be excluded (has already a
TODO in the code) instead a coal_mine has to be added. We should
I just reviewed the AI fix for the militarysites, so it should land in trunk
soon :)
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Review: Approve
Yes, that looks good. Thanks! :)
@bunnybot merge
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Review: Approve
LGTM - the documentation already states that it's allowed for militarysites, so
nothing to do there.
@bunnybot merge
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next try please :)
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There's a typo in the subject now: was send -> was sent
I got the 2 notifications for the messages.
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TiborB has proposed merging
lp:~widelands-dev/widelands/ai_militarysites_prohibited into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1749716 in widelands: "aihints for military buildings"
https://bugs.launchpad.net/widelands/+bug/1749716
For mor
Thanks for testing :-)
The subject on private messages should work now. I forgot that django_messages
ships his own short.txt (used for the subject).
I send you a PM reply and a new PM. If this is ok it can go in, imho.
Shut off the alpha site for now.
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> I added also a button to hide/show the clocks, because in my tests I found
> that it becomes quite cumbersum to scroll when some user have a lot of
> available hours.
Good idea :-) Currently the clocks are hidden by default, but i think the other
way around would be better. So: Show the clock
Agreed the AI currently has no chance of doing anything with a hardcore
start, every tribe is usually blocked within 5 minutes. In normal games
I always give the AI a better than normal start if I play hardcore.
I have recently been testing a hardcore start where the is some trading
post code i
for a real hardcore start the AI should have a normal start or even a better
start condition than normal. e.g. in frisians 01 they are gifted with more
starting wares than usual and all the trained soldiers. Their Advantage was
even greater in the past and has been reduced due to this being stil
The AI does not consider prohibited_till for militarysites. You can open a
bugreport, fix should be fast and simple
I presume forced_after is meaningless for militarysites...
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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 quit
PM to myself just says "by GunChleoc" in the subject. It should read "X sent
you a message on Widelands" or something.
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Thanks for fixing.
Currently I am testing with regard to balancing. I want to try how long it will
take me to create
a) a level 10 soldier
b) recruit 50 soldiers
c) raise the military score above a certain level
I'll then compare with barbarians and empire.
Although this is really time consumin
We now have documentation on the AI hints:
https://wl.widelands.org/docs/wl/autogen_ai_hints/
Your program to scale the images sounds interesting, maybe you could add it to
our utils directory in a separate branch, or to the media repository
https://code.launchpad.net/widelands-media?
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I have added a few posts to the alpha site and uploaded a map.
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But you did add some, in this commit:
https://bazaar.launchpad.net/~widelands-dev/widelands/fh1-documentation/revision/8429
It would be better to link to the allowed attributes documentation in
src/graphic/text/rt_parse.cc and not duplicate the documentation in the Lua
file.
I also still need
Review: Approve
Yes, code is OK now. Somebody should still test to make sure that the issue is
resolved.
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Running a translation update on trunk regenerated the Launchpad state :)
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The proposal to merge lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player
into lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1639514_fix_yellow_player/+merge/337507
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I could now reproduce the bug in the first scenario where shipyard and weaving
mill didn´t appear until the flood destroyed the headquarters. Should be fixed
now.
The frozen tooltips for collector´s house etc seem to be the same issue as bug
1627326.
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