Very nice! I don't see a technical problem which hasn't been there in the
unmodified program. :)
When I look into the specs of this task, however, there is no mention of the
Animals class. So with your implementation we actually are dealing with an
over-fulfillment of the task.
When I was desi
Ok, I don't think I have any personal problem here! ;)
Are you going to work on the second view filter as well? This should switch all
objects of the "Immovable" class/tool. And independent thereof: can you
implement or make a suggestion for the Immovable View switch button?
--
https://code.
I assume people, including me, can live with such arrangement as you propose. I
find it not so convincing, however. While I see your point, I don't quite agree
that the current state of the Buildhelp view and related tools has to remain as
is.
If I had to decide I probably would prefer the WYS
Thanks for taking this up, SirVer!
Looks good to me on first sight (not extensively tested) with one exception:
-- issue: the resource editing tool has to be deactivated while the RESOURCE
VIEW is switched OFF. Deactivated means it must not be possible to create or
remove any resources on the
>I think mines right now are not able to switch higher worker for a spare lower
>worker to make the higher one available in case of need elsewhere.
Not a good point in my view! I think there should be still something to do for
the players of the game to perform. What is certainly correct is that
Tested today and appears to work correctly now. There was a tiny glitch in that
2 Master Miners (out of 7) remained at home despite new Miner posts requested;
instead new Miners were created. We cannot say at this point where exactly this
error lies, assuming it is an error. However, I would sug
I forgot to remove the old sound files and have updated accordingly. I'm not
convinced of keeping them as later reference is unlikely (assuming the new ones
are an improvement) and if though therefore we have launchpad code version
system.
Created the CSV text version as requested. The relative
toptopple has proposed merging lp:~7010622-q/widelands/topple-sounds-6 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-sounds-6/+merge/316814
Modified smithies sounds to dimmer versions
@GunChleoc: while the code may be old, it is fact that in latest version (8236)
the disturbing text does not show in the Animals menu, so we must assume this
branch is responsible for its appearance. Can you agree with that? I have seen
the text goes away when any item is selected, but I still h
>@toptopple: Your ideas are unrelated to this branch ..
Not quite! If you consent to withdraw the new text feature from the Animals
menu, I could drop the "Needs Fixing" evaluation. Certainly something has to be
done with the "Duck" page, which is new and whose appea
Review: Needs Fixing
I am a bit sceptical about the amount of redundant text that appears in the
selection windows of Immovables and Animals. You have also added the text to
the Animals window which didn't show it before. The standard text showing
everywhere is "Click to select an item. Use the
toptopple has proposed merging lp:~7010622-q/widelands/topple-sounds-5 into
lp:widelands.
Commit message:
Added sounds for Weaving_Mill (all), ATL Woodcutter, Sawmill, Stonecutter.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net
Review: Approve
I could create a stable version of Gold Rush (online as version 1.2) with this
branch and it loads into B19. Noteworthy, the save games of later versions
still report the same error when loaded in B19. Not necessarily a problem.
Savegames probably will grow incompatible anyway s
My work on colony expedition AI draws to a first conclusion.
I have worked in several "printf" log messages which I don't know what to do
with. The rules for coding in this point are not clear to me. Can you helo me
out? It would be benefitial to keep the logs, though in out-commented status,
fo
toptopple has proposed merging lp:~7010622-q/widelands/topple-seafaring-2 into
lp:widelands.
Commit message:
further improvements of sea exploration AI (seafaring)
max. expedition time made adapting to map size (60-210 min)
Requested reviews:
Widelands Developers (widelands-dev)
For more
Review: Approve
Checked the code and don't find objections. --> Approve
One thing you might consider still is to group declarations in defaultai.h as
to current AI segmentation, here: seafaring code.
Another thing you could think about is to, in the longer run, promote
segmentation of AI code
I like to add that the entire move was your suggestion! I don't have precise
conceptions for it.
What does the compiler say? So I can address all references in defaultai.h or
only the public ones?
--
https://code.launchpad.net/~widelands-dev/widelands/ai_seafaring_split/+merge/311544
Your team
Btw, is the C++ system applied for Widelands using garbage collection? I looked
through some code in defaultai.cc and didn't find any free-memory operations so
far, e.g. after local list creations.
--
https://code.launchpad.net/~7010622-q/widelands/topple-seafaring-1/+merge/310436
Your team Wide
I tested my proposed logic on a "one-world" island and it turned out the
expedition found portspaces in secondary access although it doesn't per-se
perform secondary island circling. This is because the map is a torus and the
ship is reflected only onto the island again under various angles and
@Tibor The solution currently implemented leads to retardment of exploration;
ships over and over again explore the already explored islands. This is
something AI cannot afford on larger maps with many and/or far away islands, it
already harbours a tendency to be very late with sea expeditions.
It does a job though! :)
>Well, current logic was that if known portspace is found, the ship with
>probability of 50% search for open sea and if found it sails this direction.
>Otherwise it sail (keep on sailing) around the current land.
One of the points is that this procedure is also activate
repeat_island_prob is a repetition probability polled when a ship hits an
island at a spot which was encountered before. So it is quaranteed that an
island is at least circled once (when being found).
repeat_island_prob is not a cessation probability, which it would have to be to
justify your c
toptopple has proposed merging lp:~7010622-q/widelands/topple-seafaring-1 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-seafaring-1/+merge/310436
Expedition strategy is quite weak at
toptopple has proposed merging
lp:~7010622-q/widelands/topple-production-logic-4 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-production-logic-4/+merge/309656
These are the adjustment
toptopple has proposed merging
lp:~7010622-q/widelands/topple-atlantean-update-1 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-atlantean-update-1/+merge/309530
Added sound playing for
toptopple has proposed merging
lp:~7010622-q/widelands/topple-production-logic-3 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-production-logic-3/+merge/309403
This is the completion of
toptopple has proposed merging
lp:~7010622-q/widelands/topple-production-logic-2 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-production-logic-2/+merge/301477
Modified LUA scripts for
toptopple has proposed merging
lp:~7010622-q/widelands/topple-production-logic-1 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-production-logic-1/+merge/301359
Modified the LUA scripts
toptopple has proposed merging lp:~7010622-q/widelands/topple-sounds-4 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-sounds-4/+merge/300301
Added new sound files for Barbarians Inn
toptopple has proposed merging lp:~7010622-q/widelands/topple-sounds-3 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-sounds-3/+merge/299480
New sounds for Barbarians Wood Hardener and
toptopple has proposed merging lp:~7010622-q/widelands/topple-sounds-2 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~7010622-q/widelands/topple-sounds-2/+merge/297824
added new sounds for empire.brewery
toptopple has proposed merging lp:~7010622-q/widelands/topple-sounds-1 into
lp:widelands.
Commit message:
Added sounds for sheep, fox, elk, wolf, stag, boar. Removed "human sheep" sound.
Added silence sound files to mitigate noise.
Requested reviews:
Widelands Developers (widelands
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