The proposal to merge lp:~widelands-dev/widelands/ai_quarry_fix into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_quarry_fix/+merge/338585
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@ Tibor:
Your corner case is only valid if the worker on a lower position is the one in
the last occupied blacksmithy available and no hammer is available before
expelling this position. In every other case I think this situation would be
recovered by the blacksmith producing new tools for equip
Review: Approve playtest
Good morning,
my AI fixes are up now. So from terms of playtesting and AI behaviour the
frisians are good to go from my side.
Still to do:
- finish of code review from Gun_Chleoc (or any other reviewer more experienced
than me)
- textreview by a reviewer with more soph
@bunnybot merge
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All done.
For code examples, I just linked back to the main code example. Is this OK for
now? Some of the attributes are still a bit WIP.
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lp:~widelands-d
Review: Approve
LGTM :)
@bunnybot merge
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The proposal to merge lp:~widelands-dev/widelands/ai_quarry_fix into
lp:widelands has been updated.
Commit Message changed to:
When considering a quarry, the AI makes sure there is at least one rock in the
vicinity
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_q
Continuous integration builds have changed state:
Travis build 3226. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/345003980.
Appveyor build 3035. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ai_quarry_
I agree to merge and work out balancing later, it seems only minor
tweaks needed. After implementing Hessanfarmers fixes I was able to
watch Frisian AI beat Barbarian AI with no problem, except it took a few
hours more than a human player.
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TiborB has proposed merging lp:~widelands-dev/widelands/ai_quarry_fix into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_quarry_fix/+merge/338585
When considering a quarry AI makes sure there
Yes, such algorithm can be created, but there are still a corner cases, e.g.:
There are 3 buildings X where one is missing a specific worker W.
There is 1 building Y where there is worker W working on lower position.
Is it good strategy to expel worker W from Y and perhaps stop production in Y
(o
Good work :-)
The grouping into headers is nice. A user can find the things he needs much
better. There is one exception though: The rt tags documentation contain too
much headers, imho. E.g for there are headers 'Attributes', 'Padding',
'Background Color' and 'Global Formatting Controls'. Whi
Thanks for teaching the AI to play frisians :)
Please do change the AI hints as you think best.
@Tibor: Regarding the micromanagement of experienced workers – would it be
possible for AI to check frequently if there is a building with a vacant worker
slot for a worker that cannot be created dir
Agreed this needs more thinking and discussion and is not related to frisians.
As soon as I get confirmation from Nordfriese I will commit my changes and from
my perspective the frisians would be good enough for a merge as an experimental
tribe and we can sort out balancing and specific AI impro
So you say, do not upgrade productionsite if there are any such productionsite
that is unoccupied or under construction? Should not be difficult to code but
be sure it is good idea, think mainly about corner cases
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As far as I know and as I have seen in my testrounds the AI normally is
starting to build other buildings only after Basic_economy is achieved. However
if basic_economy can't be achieved in a reasonable time it starts to build the
buildings that are not basic after a certain time.
Generally spo
Or more cleaned option would be to trim down the basic economy buildings so
that it coped also with hard starting conditions
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Yes, I agree
It is very complicated to say what site "can be finished".
But main problem is that basic_economy settings are calibrated to normal
starting conditions. Hard modes should have own - limited in regard to number
of buildings - basic economy settings.
This is purpose of basic ec
Yes it would be useful to have basic economy state available to lua, for
simplifying scripting of scenarios and start conditions. Just as it
would be useful to test if a player is human or AI.
Building of training sites before there is a metal production or food
production set up is a problem w
As for quarries - I will fix this
As for woodcutters - this is similar to quarries, but generally it is logical
to built lumberjack(a) even if without trees nearby (and if no spots with trees
are available) before you run out of logs and will not be able to build
lumberjacks at all...
As for
I was test all 4 tribes with hardcore start positions on Last Survivors
map which highlit a few AI problems, in tweaking things I have got it to
the point where often 2 tribes can reach the basic economy stage in
about 2 hours. One of the problems thrown up by all tribes was quarries
are a big
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