Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread hessenfarmer
Hm I still get the following error in a release build. Unexpected error during the game vector::_M_range_check: __n (which is 255) >= this->size() (which is 131) will install a debug build now -- https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725 Your team W

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-04 Thread hessenfarmer
While running an Ai only local multiplayer with 4 amazon tribes I get a crash with not very much information logged. Currently I don't know where this is coming from. -- https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725 Your team Widelands Developers is sub

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-04 Thread hessenfarmer
Review: Approve test tested all the features of this branch with my data branch. if this is good to go code wise we should think about a merge strategy. I believe we can let this go in. as it doesn't change the game and then concentrate on the data and graphics. Otherwise we can merge this into

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-03 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands. Commit message: fixes issues described in https://www.widelands.org/forum/topic/4617/?page=1#post-29597 Requested reviews: Widelands Developers (widelands-dev) For more details, see: https

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-08-30 Thread hessenfarmer
Review: Needs Fixing playtest I confirmed the critical behaviour (not having the build menu with buildcaps already have a flg build) is not in trunk so this needs fixing -- https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725 Your team Widelands Developers is

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-08-28 Thread hessenfarmer
I just tested it with my first loadable(playable?) amazons data dir. However I didn't get a building menu when clicking on buildcap that already had a flg built. I got a view only menu instead. -- https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725 Your team

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new_wai_files_11082019 into lp:widelands

2019-08-13 Thread hessenfarmer
Review: Approve travis failure is not related to code. @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/new_wai_files_11082019/+merge/371178 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/new_wai_files_11082019. __

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands

2019-08-02 Thread hessenfarmer
transient failure on travis @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai_flag_warehouse_distance. __

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/gcc9 into lp:widelands

2019-08-01 Thread hessenfarmer
Review: Approve playtest ok installed the appveyor x64 release build and did some playtest worked fine so far -- https://code.launchpad.net/~widelands-dev/widelands/gcc9/+merge/370692 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/gcc9. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands

2019-07-29 Thread hessenfarmer
Technically I already approved this but I believe a C++ experet should do the final Code review. GunChleoc would be probably best to do this as she did the first round -- https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544 Your team Widelands Developers i

[Widelands-dev] [Merge] lp:~stephan-lutz/widelands/bug_1831499_empire3_fixes into lp:widelands

2019-07-21 Thread hessenfarmer
hessenfarmer has proposed merging lp:~stephan-lutz/widelands/bug_1831499_empire3_fixes into lp:widelands. Commit message: fixes in the 3rd empire scenario Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1831499 in widelands: "empire 3 needs improvements &quo

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands

2019-07-07 Thread hessenfarmer
Review: Approve hi, I finally found some time to test this and I believe it to be an improvement over the previous code. So I would like to see it in the game. -- https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544 Your team Widelands Developers is subscr

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/reed-compatibility into lp:widelands

2019-06-13 Thread hessenfarmer
Review: Approve -- https://code.launchpad.net/~widelands-dev/widelands/reed-compatibility/+merge/367935 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/reed-compatibility. ___ Mailing list: https://launchpad.net/~wi

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/atlantean_fishbreeder into lp:widelands

2019-06-13 Thread hessenfarmer
@bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/atlantean_fishbreeder/+merge/368442 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/atlantean_fishbreeder. ___ Mailing list: https://launchp

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/reed-compatibility into lp:widelands

2019-06-12 Thread hessenfarmer
@bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/reed-compatibility/+merge/367935 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/reed-compatibility into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/atlantean_fishbreeder into lp:widelands

2019-06-12 Thread hessenfarmer
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/atlantean_fishbreeder/+merge/368442 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/atlantean_fishbreeder. ___ Mailing list: https://launchpad.net

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands

2019-06-11 Thread hessenfarmer
Sorry overlooked you already did the merge. Seems as if Bunnybot is down again. -- https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai_flag_warehouse

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/atlantean_fishbreeder into lp:widelands

2019-06-10 Thread hessenfarmer
Review: Approve seems to be ok for me -- https://code.launchpad.net/~widelands-dev/widelands/atlantean_fishbreeder/+merge/368442 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/atlantean_fishbreeder. ___ Mailing list

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands

2019-06-10 Thread hessenfarmer
The appveyor builds failed you need to merge trunk first. -- https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:wide

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread hessenfarmer
Review: Approve Looks good to me. However we should probably split the Lore entries. Now it could be read as the Barbarians have a fishbreeder -- https://code.launchpad.net/~widelands-dev/widelands/changelog-post-build-20/+merge/367937 Your team Widelands Developers is subscribed to branch lp:~

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread hessenfarmer
It was definitely wanted by more then one player. I like it too. Especially if it shows good or bad coverage. I think the basic tutorial should bhe the place to explain this as early as possible, cause it will be already there. -- https://code.launchpad.net/~widelands-dev/widelands/workarea-f

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread hessenfarmer
Definitions look good from my side so far. one additional question / demand? Would it be possible to distinguish between wanted overlaps (e.g. forester and lumberjack shown in greenish colour) and unwanted overlaps (e.g. farm and forester shown in red shadows) -- https://code.launchpad.net/~

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread hessenfarmer
Review: Approve Wow 3 times the inputqueues faiklure in one build seems to be a new record. @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/bug-1831583-fri02/+merge/368348 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1831583

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread hessenfarmer
regarding these objectives a 1 second delay does not matter at all. for me even 2 or 3 seconds would be hardly recognizable by the player. so we could even go up with the sleep if necessary. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1831583-fri02/+merge/368348 Your team Wideland

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-06-03 Thread hessenfarmer
Review: Approve code review shall be good to go from my side -- https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/failed_skipped_10s. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-06-02 Thread hessenfarmer
Looks good so far except that the woodcutters will stand around 4 seconds now until the log appears. that might look weird. so we should either keep the idle time like it is (which means we add the additional time to the working time) or we introduce a short work cycle of 4 secs instead of idlin

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-02 Thread hessenfarmer
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-02 Thread hessenfarmer
thanks for the review tested all other builds. so we are safe with this. -- https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-02 Thread hessenfarmer
travis error is the inputqueues again -- https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands. __

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-01 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands has been updated. Description changed to: downgrading gcc to 8.3 for x64 and 7.4 for x86 using only glew For more details, see: https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+me

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-06-01 Thread hessenfarmer
that looks better no objections to change the woodcutters etc in the same way -- https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/failed_skipped_10s. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-01 Thread hessenfarmer
it should work now. only tested x64 release though. other builds need top be tested -- https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/appveyor_fixes_ma

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-01 Thread hessenfarmer
it does compile but it does not run. ir crashes when the replay writer starts with a [sync] reset -- https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/app

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-05-31 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands. Commit message: appveyor fixes Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1830626 in widelands: "glbinding stopped working in x64 builds on App

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands

2019-05-31 Thread hessenfarmer
Review: Disapprove this branch seems to be broken on git. so I abndon it -- https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/appveyor_opengl. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-05-31 Thread hessenfarmer
I have the feeling we should keep some sleeping time in the buildings as this is the least performance consuming state. Furthermore it doesn't look convenient to me that the workers are always leaving their homes in a hassle, after successfully perfomring their task. So I would love to give them

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-05-31 Thread hessenfarmer
sorry was busy yesterday with real life. Code looks good. but should be tested. one small nit in the diff Diff comments: > > === modified file > 'data/tribes/buildings/trainingsites/barbarians/battlearena/init.lua' > --- data/tribes/buildings/trainingsites/barbarians/battlearena/init.lua

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands

2019-05-31 Thread hessenfarmer
1. We have mor problems than just opengl. 2. I am trying to solve them, however I screwed up the branch a bit. 3. For this it seems that on Git strange things happened (files got lost). 4. Appveyor couldn't build due to missing files. 5. My local builds terminate with a dll failure. We need to t

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-05-29 Thread hessenfarmer
Review: Approve code review thanks a lot for doing all this bloody work. Looks good now. -- https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/failed_skipped_10s. __

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-05-29 Thread hessenfarmer
still wrong order for frisian aqua farm and claypit. Consume neeeds to be after the callworker command otherwisw we will waste ressources unnecesseraliy -- https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086 Your team Widelands Developers is subscribed to branch lp

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify_sleep_time into lp:widelands

2019-05-29 Thread hessenfarmer
some small comments see inline Diff comments: > > === modified file > 'data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua' > --- > data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua > 2018-07-08 16:10:50 + > +++ > data/tribes/buildi

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
On a second thought this sounds very reasonable. especially the unifying aspect is a position I alkready took in the forum discussion so if you want to unify them all I would have no objection. But we should playtest the changes before merging in this case. -- https://code.launchpad.net/~wide

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Unless you find others for which the criteria apply, but we could change that anytime in a new branch as well. -- https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/failed_skipped

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Barbarians mines are not affected I think. Basically the change of order is definitely necessary for all buildings with multiple outputs and different inputs needed for the outputs (best example atlantean or frisian toolsmithy). It can be adopted (which I prefer) for buildings with multiple out

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Oops found some other buildings which need to be adopted to this scheme then atlanteans crystal mine empire marble mine, marble mine deep frisians tailors shop, aqua farm, recycling center and eventually reindeer farm -- https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merg

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Review: Approve review looks good to me. However there might be some complaints about having the sound as some people (we all know) do find this annoying. However I like it. -- https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014 Your team Widelands Developers i

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands

2019-05-29 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands has been updated. Description changed to: using glew for x64 builds as well now to get appveyor running again. For more details, see: https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/3

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands

2019-05-29 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands. Commit message: Stick to glew for the moment being as glbinding is causing a lot of problem recently Requested reviews: Widelands Developers (widelands-dev) For more details, see: https

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands

2019-05-29 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands has been updated. Commit message changed to: using glew for Appveyor CI For more details, see: https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039 -- Your team Widelands Developers

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-rename-bo-outputs into lp:widelands

2019-05-25 Thread hessenfarmer
Review: Approve checked if all instances are caught. LGTM ;-) -- https://code.launchpad.net/~widelands-dev/widelands/ai-rename-bo-outputs/+merge/367928 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai-rename-bo-outputs. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-22 Thread hessenfarmer
transient failure on travis @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai_productionsites_statistics.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-22 Thread hessenfarmer
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1829471-worker-preciousness. ___ Mailing list: h

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-22 Thread hessenfarmer
Have done some playtesting 4 AI players on full moon. found no obvious anomalies. @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai_productionsi

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_new_wai_files_21052019 into lp:widelands

2019-05-21 Thread hessenfarmer
Review: Approve I have tested them. results look good. also the values with the new logics unmasked the need for some more basic buildings. bug is created. @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/ai_new_wai_files_21052019/+merge/367709 Your team Widelands Develope

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-21 Thread hessenfarmer
ok you are right especially for the AI cause the AI might want to build another idle building then. However we should perhaps have different rating for failed and skipped. If you like we could deliver only half of the duration time to the update fuctionality in case we skipped so it will fall mo

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-21 Thread hessenfarmer
Ok thanks unfortunately I found another thin to discuss. How do we handle skipped programs? Currently we handle them as if they have failed. But we shouldn't handle them at all. Neither positive nor negative. -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+m

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-21 Thread hessenfarmer
by the way I now see another option. - this change plus exposing the new crude Statistics to the UI ;-) -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai_product

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-21 Thread hessenfarmer
Review: Approve Got the concept. I think we should have this after you perhaps might fix the small nits from the below diff comments Diff comments: > === modified file 'src/logic/map_objects/tribes/productionsite.cc' > --- src/logic/map_objects/tribes/productionsite.cc2019-05-18 11:58:43 >

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-21 Thread hessenfarmer
Hm I made a excel now. reported a bug to upload it and linked it to this branch. It seems your formula is delivering weird results. I don't know why or if I made a mistake. I think I don't have understood this in total but at least the old crude_statistics wasn't that far from UI but more volati

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-21 Thread hessenfarmer
UI stats are calcualted over the last 20 real attempts. Skipped does not count as attempt. It is build like a shifting register with 20 positions containing true or false. it is falling faster for most buildings due to the fail time is shorter than working time. if fail time is really short it f

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
I have tested it now and found no anomalies (just tested with release build) so from my side this could go in, although I would keep the first bug open. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608 Your team Widelands Developers is subscribe

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-20 Thread hessenfarmer
skips take 10 seconds if second time skipped this is hardcoded in productionsite.cc fails do not need any time (except some milliseconds) for e.g. atlantean toolsmithy If we use UI stats we will not go to 100% suddenly cause we take the last 20 task into account. so if we have currently failed

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-20 Thread hessenfarmer
do we need another building also is task based from my perspective not time based. if we fail every 3rd attempt we don't need another building as we can't provide enough inputs for the current one. Fails are rather short now for a lot of buildings, as we have updated the working programs of th

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-20 Thread hessenfarmer
Correct. I think the question is what is the relevant Information. I believe the information necessary for management is how good is a building satisfying its intended task. For me in this case it is more relevant the relation between success and failure rather than the relation active to not ac

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-20 Thread hessenfarmer
Just had a second look. Now we do count a skipped program as a fail which hasn't be the case in the previous version. >From what I can see in the old version the algorithm was: if failed --> scale the old stats to 80% (resulting in asymptotically falling values if fail everytime) if skipped

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
Review: Approve Forget my last comment. I had the wrong conception of bo.outputs So for me Code looks good will test this tonight. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608 Your team Widelands Developers is subscribed to branch lp:~wid

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
I think the deduction of Recruitment of second carrier will not work this way as Outputs of recruitment sites contains the worker so it isn't empty. see inline comment as well Diff comments: > > === modified file 'src/ai/defaultai.cc' > --- src/ai/defaultai.cc 2019-05-17 11:45:39 + >

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
> There is a difference between hard-coding values like "preciousness = 5" and > automatically deducing building types that get a completely different > treatment and algorithm by the AI anyway. Agreed on the difference. But not deducing the types and having flags instead gives us more flexibil

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands

2019-05-20 Thread hessenfarmer
see inline comments Diff comments: > === modified file 'src/logic/map_objects/tribes/productionsite.cc' > --- src/logic/map_objects/tribes/productionsite.cc2019-05-18 11:58:43 > + > +++ src/logic/map_objects/tribes/productionsite.cc2019-05-19 20:55:45 > + > @@ -954,24 +955,28 @@

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-19 Thread hessenfarmer
One thing I would like to have is a definition of normal AI limit to be able to have the limit values currently hardcoded in lua. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608 Your team Widelands Developers is subscribed to branch lp:~widela

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-19 Thread hessenfarmer
Hmm. I thought we are aiming at having more of the definition stuf in lua so we can change things without the need to recompile. I have the feeling that part of this branch is going in opposite direction. Fo the design of a new tribe I think I would like to have some flags in lua better than det

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-19 Thread hessenfarmer
As soon as a worker is produced by a building he needs a preciousness (if we think of schools for example). If it is created in the warehouses he does not need a preciousness. Maybe we have a problem now with the frisian reindeer farm, as it will now be identified as a recruitment site. this

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-19 Thread hessenfarmer
The failed assert came definitly from my changes. I did not compile and test them in debug, cause my machine is so slow. Sorry about that. The problem is we were handling the recruitment as a producing building so it needed preciousness while in another part we handled it like a non producing bu

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-17 Thread hessenfarmer
For my understanding it is not only that but we should discuss this in the bug report. -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-17 Thread hessenfarmer
@ GunChleoc: I forgot to mention that I am pretty sure no matter what precautions we might take a new tribe would lead us to have some changes in Ai as well, as me and my crystal bowl can't foresee every issue that might arise. ;-) In fact I was led to the current improvements only by the need of

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-17 Thread hessenfarmer
@GunChleoc: I will do so, however the 2 buildings (barracks, second carrier) are so special, we would need a lot of code to come to the same results (1 barracks, 2 carrier). We also have a lot of other hardcoded stuff regarding these two. But basically the AI just needs to ensure it builds a bar

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-16 Thread hessenfarmer
Review: Approve test and review have tested this - at least for the encyclopedia part. Texts look good. Although while watching at them I noticed that some words seem to be out of line (menaing they seem to be slighly above or below the other words. that looks weird but is unrelated to this bra

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-16 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/AI-fixes into lp:widelands has been updated. Commit message changed to: This fixes improves some behavior in AI performance Ai is now able to adopt to scenarios to certain extend For more details, see: https://code.launchpad.net/~widelands-dev/w

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-16 Thread hessenfarmer
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. ___ Mailing list: https://launchpad.net/~widelands-dev Post to

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-16 Thread hessenfarmer
removed the lua stuff should be good to go now -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. ___ Mailing list: https://launchpa

Re: [Widelands-dev] [Merge] lp:~stonerl/widelands/big_inn_missing_animation into lp:~widelands-dev/widelands/mines-worldsavior

2019-05-16 Thread hessenfarmer
Can't do this as this is your branch and not part of widelands-dev. BTW there might be other superseded branches as well which only you can change in status. -- https://code.launchpad.net/~stonerl/widelands/big_inn_missing_animation/+merge/352844 Your team Widelands Developers is subscribed to

Re: [Widelands-dev] [Merge] lp:~stonerl/widelands/big_inn_missing_animation into lp:~widelands-dev/widelands/mines-worldsavior

2019-05-16 Thread hessenfarmer
Hi Toni, as PArt of the cleanup before move Task I think we should abandon this branch -- https://code.launchpad.net/~stonerl/widelands/big_inn_missing_animation/+merge/352844 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/overlapping_workareas into lp:widelands

2019-05-16 Thread hessenfarmer
Any reason why this hasn't been merged yet? -- https://code.launchpad.net/~widelands-dev/widelands/overlapping_workareas/+merge/366623 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/overlapping_workareas. ___ Mailing

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-15 Thread hessenfarmer
Ok I will remove the fri03 stuff and merge it then. will be tonight though -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. ___ Ma

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-15 Thread hessenfarmer
@GunChleoc: I had the same thought but went the easy route for the moment being. Currently we only have 2 buildings recruiting "workers": the barracks and the second carrier recruiter. Both of them are limited for AI (barracks to 1, second carrier to 2 hardcoded) For these reasons I doubt if any

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-15 Thread hessenfarmer
uilding = BuildingNecessity::kNotNeeded; > + // TODO(Hessenfarmer): Add the buildings if they are > allowed again > + // This line removes buildings from basic econmy if > they are not allowed for the player > + // this should onl

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unlock-all-campaigns into lp:widelands

2019-05-15 Thread hessenfarmer
@bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/unlock-all-campaigns/+merge/367371 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/unlock-all-campaigns. ___ Mailing list: https://launchpad

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-15 Thread hessenfarmer
oops I missed to fix the typo which GunChleoc found will be done in final polish -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-15 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/AI-fixes into lp:widelands has been updated. Description changed to: Following things changed: 1. barbarian barracks no longer part of basic economy 2. AI expands towards low guarded enemy territory 3. AI builds more economy buildings based on ne

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-15 Thread hessenfarmer
Review: Resubmit Finally I got the AI to properly build second carrier recruiters depending on size of road network. The issue was that we need to fake a preciousness for this building (similar to barracks). Did some other changes as well to prevent the Ai from dismantling too many productionsi

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unlock-all-campaigns into lp:widelands

2019-05-15 Thread hessenfarmer
Travis failure is transient (once again a download of a resource failed) @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/unlock-all-campaigns/+merge/367371 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/unlock-all-campaigns. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unlock-all-campaigns into lp:widelands

2019-05-13 Thread hessenfarmer
Review: Approve review Code LGTM. -- https://code.launchpad.net/~widelands-dev/widelands/unlock-all-campaigns/+merge/367371 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/unlock-all-campaigns. ___ Mailing list: ht

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-13 Thread hessenfarmer
I still can't get the Ai to build a second carrier producer. -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. ___ Mailing list: ht

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-12 Thread hessenfarmer
@ Nordfriese: If you want to test this further let us know, if you are finished we could merge this. -- https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/AI-fixes. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-12 Thread hessenfarmer
@ Nordfriese: fixed the codecheck warnings. We should try to forbid useless buildings like the tavern and see what's the effect. Regarding warehouses the problem was not the number but the distribution. as the script delivers only to one warehouse a time, this is putting the road network under s

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-12 Thread hessenfarmer
Sorry found another bug which fits in here. Can be solved in seperate branch though. -- https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/localization

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-12 Thread hessenfarmer
Code looks good so far. one nit in a diff. will download compile and test now. Diff comments: > > === modified file 'data/tribes/wares/fire_tongs/helptexts.lua' > --- data/tribes/wares/fire_tongs/helptexts.lua2017-07-07 16:51:39 > + > +++ data/tribes/wares/fire_tongs/helptexts.lua

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-12 Thread hessenfarmer
Just saw that there are 2 issues on transifex for the first frisian scenario which would fit in here as well. -- https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-12 Thread hessenfarmer
@Tibor: of course I made sure the numbers are not used elsewhere. Shall I add more comments to explain my changes? @GunChleoc: will fix the typo ofcourse. I never did any thing in the scenario but watching the AI's doing their job. If you do so you would see significant progress. And you can se

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/AI-fixes into lp:widelands

2019-05-11 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/AI-fixes into lp:widelands has been updated. Description changed to: Following things changed: 1. barbarian barracks no longer part of basic economy 2. AI expands to low guarded enemy territory 3. AI builds more economy buildings based on neededn

  1   2   3   4   5   6   >