Merge lp:~7010622-q-deactivatedaccount/widelands/topple-production-logic-2 into lp:widelands
- topple-production-logic-2
- Merge into trunk
Status: | Merged |
---|---|
Merged at revision: | 8144 |
Proposed branch: | lp:~7010622-q-deactivatedaccount/widelands/topple-production-logic-2 |
Merge into: | lp:widelands |
Diff against target: |
237 lines (+21/-21) 7 files modified
data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua (+1/-1) data/tribes/buildings/productionsites/atlanteans/weaponsmithy/init.lua (+4/-4) data/tribes/buildings/productionsites/barbarians/ax_workshop/init.lua (+2/-2) data/tribes/buildings/productionsites/barbarians/helmsmithy/init.lua (+2/-2) data/tribes/buildings/productionsites/barbarians/warmill/init.lua (+5/-5) data/tribes/buildings/productionsites/empire/armorsmithy/init.lua (+3/-3) data/tribes/buildings/productionsites/empire/weaponsmithy/init.lua (+4/-4) |
To merge this branch: | bzr merge lp:~7010622-q-deactivatedaccount/widelands/topple-production-logic-2 |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Klaus Halfmann | testing | Approve | |
Review via email: mp+301477@code.launchpad.net |
Commit message
Modified LUA scripts for weapon- and armor smithies of all races to omit all wait times for complex products if their resource constraints are not met.
Description of the change
Modified LUA scripts for weapon- and armour-smithies of all races to omit all wait times for complex products if their resource restraints are not met.
The effect of this is that all products which can be produced in a production run are produced without penalty times for products which cannot be produced due to resource shortage.
bunnybot (widelandsofficial) wrote : | # |
bunnybot (widelandsofficial) wrote : | # |
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Klaus Halfmann (klaus-halfmann) wrote : | # |
Code llooks +/- equal for all tribes, lets do some testing.
SirVer (sirver) wrote : | # |
same as other branch: really good change, but since it affects logic and is not a targetted bug fix, it has to wait till after b19.
Klaus Halfmann (klaus-halfmann) wrote : | # |
Mhh, I have been testing this all the weekend now and found "only" that AI beat me even faster then before. Everything elese was fine for me.
SirVer is correct about that freeze. OTOH if we do not merge it in now,
it may become more difficult wit RC 20.
May the Widelands Gururs ponder abut this merege.
toptopple (7010622-q-deactivatedaccount) wrote : | # |
I don't mind when this branch is merged! I don't think it can be avoided. ;)
Actually it may hold new strategic values, you can try to dedicate a building to certain product types without penalty times. E.g. Empire Armor-Smithy can be set to produce only the Helmet by switching out Cloth and Gold resource. Same holds for Weapon-Smithy and Wooden-Spear, which needs only Planks. So you can dedicate an even larger industry sections to only producing recruitment tools. Formerly this wasn't as easy. I surmise the Barbarians could get further into disadvantage because of their heavy resource consumption for the advanced weapons and armour. Some rebalancing of building times and building costs of products may be required in the aftermath of these new production logic!
SirVer (sirver) wrote : | # |
> Actually it may hold new strategic values, you can try to dedicate a building to certain product types without penalty times.
That sounds cool, but is an even stronger argument against merging it before b19. We have a lot of experience with the balance of b19 and while not perfect, it seems to be fine for now. If we merge this, we might completely break the balance of the game which would be a problem for as long as b19 is the main release. So I think this should be first merge after b19 - which is unfortunatel a few months away still :(
bunnybot (widelandsofficial) wrote : | # |
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Using saved parent location: bzr+ssh:
bunnybot (widelandsofficial) wrote : | # |
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Bunnybot encountered an error while working on this merge proposal:
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bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
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bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
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bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
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bunnybot (widelandsofficial) wrote : | # |
Continuous integration builds have changed state:
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bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
''
bunnybot (widelandsofficial) wrote : | # |
Continuous integration builds have changed state:
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Appveyor build 1059. State: success. Details: https:/
bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
''
bunnybot (widelandsofficial) wrote : | # |
Continuous integration builds have changed state:
Travis build 1219. State: passed. Details: https:/
Appveyor build 1059. State: success. Details: https:/
bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
Running 'bzr pull --overwrite' failed. Output:
bzr: ERROR: Server sent an unexpected error: ('error', 'xmlrpclib.Fault', "<Fault -1: 'OOPS-aa431c6855f2b0652a68b6c2c848699e'>")
Using saved parent location: bzr+ssh:
bunnybot (widelandsofficial) wrote : | # |
Continuous integration builds have changed state:
Travis build 1219. State: passed. Details: https:/
Appveyor build 1059. State: success. Details: https:/
bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
Running 'bzr pull --overwrite' failed. Output:
ssh_exchange_
ConnectionReset reading response for 'BzrDir.open_2.1', retrying
ssh_exchange_
bzr: ERROR: Connection closed: Unexpected end of message. Please check connectivity and permissions, and report a bug if problems persist.
Using saved parent location: bzr+ssh:
bunnybot (widelandsofficial) wrote : | # |
Bunnybot encountered an error while working on this merge proposal:
Running 'bzr pull --overwrite' failed. Output:
ssh_exchange_
ConnectionReset reading response for 'BzrDir.open_2.1', retrying
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bzr: ERROR: Connection closed: Unexpected end of message. Please check connectivity and permissions, and report a bug if problems persist.
Using saved parent location: bzr+ssh:
bunnybot (widelandsofficial) wrote : | # |
Continuous integration builds have changed state:
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GunChleoc (gunchleoc) wrote : | # |
@bunnybot merge
SirVer (sirver) wrote : | # |
Bunnybot is offline for the day. I moved it to another computer to get around the inode starvation issue, but it is not fully operational yet.
> Am 24.10.2016 um 10:12 schrieb GunChleoc <email address hidden>:
>
> @bunnybot merge
> --
> https:/
> You are subscribed to branch lp:widelands.
toptopple (7010622-q-deactivatedaccount) wrote : | # |
So you have decided to integrate the "production-logic" changes into release 19. Very good, I don't think you will regret it. I have played it in one of my "heavy economy" save-games and it runs very nice, speeding up the relevant because needed product manufacturing. The real bottleneck of economy always tends to lie in raw resources, so the effects of these modifications must not be over-estimated! However, it is nice to see production now functions more intuitively.
To mitigate the speeding of weapon production I suggest to enlarge the production wait-times for weapons and armors. Otherwise the player may sail too easily with only one or two smithies and on top encounter continuous "out-of-resource" states on them. Therefore I suggest to extend production times for all weapons and armors by 1/3 of their current values. Then we can see how it renders. As these enhancements are now in the release, the extended production times should be, too, if possible.
If you agree I can perform the changes.
SirVer (sirver) wrote : | # |
> So you have decided to integrate the "production-logic" changes into release 19.
No, that is a misconception. We branched b19 before this was merged, so this will be in b20 as originally planned.
> Therefore I suggest to extend production times for all weapons and armors by 1/3 of their current values.
Now is the time to play around with these balance suggestions - till b20 is still a long time to fix any undesired effects that might come with this.
Preview Diff
1 | === modified file 'data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua' |
2 | --- data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua 2015-12-11 16:54:00 +0000 |
3 | +++ data/tribes/buildings/productionsites/atlanteans/armorsmithy/init.lua 2016-07-29 11:40:20 +0000 |
4 | @@ -76,8 +76,8 @@ |
5 | descname = _"forging an advanced shield", |
6 | actions = { |
7 | "return=skipped unless economy needs shield_advanced", |
8 | - "sleep=32000", |
9 | "consume=iron:2 coal:2 gold", |
10 | + "sleep=32000", |
11 | "animate=working 45000", |
12 | "produce=shield_advanced" |
13 | } |
14 | |
15 | === modified file 'data/tribes/buildings/productionsites/atlanteans/weaponsmithy/init.lua' |
16 | --- data/tribes/buildings/productionsites/atlanteans/weaponsmithy/init.lua 2016-07-07 09:58:30 +0000 |
17 | +++ data/tribes/buildings/productionsites/atlanteans/weaponsmithy/init.lua 2016-07-29 11:40:20 +0000 |
18 | @@ -87,8 +87,8 @@ |
19 | descname = _"forging a long trident", |
20 | actions = { |
21 | "return=skipped unless economy needs trident_long", |
22 | - "sleep=32000", |
23 | "consume=iron coal planks", |
24 | + "sleep=32000", |
25 | "play_sound=sound/smiths smith 192", |
26 | "animate=working 36000", |
27 | "play_sound=sound/smiths sharpening 120", |
28 | @@ -101,8 +101,8 @@ |
29 | descname = _"forging a steel trident", |
30 | actions = { |
31 | "return=skipped unless economy needs trident_steel", |
32 | - "sleep=32000", |
33 | "consume=iron:2 coal planks", |
34 | + "sleep=32000", |
35 | "play_sound=sound/smiths smith 192", |
36 | "animate=working 36000", |
37 | "play_sound=sound/smiths sharpening 120", |
38 | @@ -115,8 +115,8 @@ |
39 | descname = _"forging a double trident", |
40 | actions = { |
41 | "return=skipped unless economy needs trident_double", |
42 | - "sleep=32000", |
43 | "consume=iron coal:2 planks gold", |
44 | + "sleep=32000", |
45 | "play_sound=sound/smiths smith 192", |
46 | "animate=working 36000", |
47 | "play_sound=sound/smiths sharpening 120", |
48 | @@ -129,8 +129,8 @@ |
49 | descname = _"forging a heavy double trident", |
50 | actions = { |
51 | "return=skipped unless economy needs trident_heavy_double", |
52 | - "sleep=32000", |
53 | "consume=iron:2 coal:2 planks gold", |
54 | + "sleep=32000", |
55 | "play_sound=sound/smiths smith 192", |
56 | "animate=working 36000", |
57 | "play_sound=sound/smiths sharpening 120", |
58 | |
59 | === modified file 'data/tribes/buildings/productionsites/barbarians/ax_workshop/init.lua' |
60 | --- data/tribes/buildings/productionsites/barbarians/ax_workshop/init.lua 2016-07-07 09:58:30 +0000 |
61 | +++ data/tribes/buildings/productionsites/barbarians/ax_workshop/init.lua 2016-07-29 11:40:20 +0000 |
62 | @@ -89,8 +89,8 @@ |
63 | descname = _"forging a sharp ax", |
64 | actions = { |
65 | "return=skipped unless economy needs ax_sharp", |
66 | - "sleep=26000", |
67 | "consume=coal iron:2", |
68 | + "sleep=26000", |
69 | "play_sound=sound/smiths smith 192", |
70 | "animate=working 22000", |
71 | "play_sound=sound/smiths sharpening 120", |
72 | @@ -103,8 +103,8 @@ |
73 | descname = _"forging a broad ax", |
74 | actions = { |
75 | "return=skipped unless economy needs ax_broad", |
76 | - "sleep=26000", |
77 | "consume=coal:2 iron:2", |
78 | + "sleep=26000", |
79 | "play_sound=sound/smiths smith 192", |
80 | "animate=working 22000", |
81 | "play_sound=sound/smiths sharpening 120", |
82 | |
83 | === modified file 'data/tribes/buildings/productionsites/barbarians/helmsmithy/init.lua' |
84 | --- data/tribes/buildings/productionsites/barbarians/helmsmithy/init.lua 2015-12-11 16:54:00 +0000 |
85 | +++ data/tribes/buildings/productionsites/barbarians/helmsmithy/init.lua 2016-07-29 11:40:20 +0000 |
86 | @@ -89,8 +89,8 @@ |
87 | descname = _"forging a mask", |
88 | actions = { |
89 | "return=skipped unless economy needs helmet_mask", |
90 | - "sleep=32000", |
91 | "consume=coal iron:2", |
92 | + "sleep=32000", |
93 | "animate=working 45000", |
94 | "produce=helmet_mask" |
95 | } |
96 | @@ -100,8 +100,8 @@ |
97 | descname = _"forging a warhelm", |
98 | actions = { |
99 | "return=skipped unless economy needs helmet_warhelm", |
100 | - "sleep=32000", |
101 | "consume=coal gold iron:2", |
102 | + "sleep=32000", |
103 | "animate=working 55000", |
104 | "produce=helmet_warhelm" |
105 | } |
106 | |
107 | === modified file 'data/tribes/buildings/productionsites/barbarians/warmill/init.lua' |
108 | --- data/tribes/buildings/productionsites/barbarians/warmill/init.lua 2016-07-08 18:02:28 +0000 |
109 | +++ data/tribes/buildings/productionsites/barbarians/warmill/init.lua 2016-07-29 11:40:20 +0000 |
110 | @@ -96,8 +96,8 @@ |
111 | descname = _"forging a sharp ax", |
112 | actions = { |
113 | "return=skipped unless economy needs ax_sharp", |
114 | - "sleep=26000", |
115 | "consume=coal iron:2", |
116 | + "sleep=26000", |
117 | "play_sound=sound/smiths smith 192", |
118 | "animate=working 22000", |
119 | "play_sound=sound/smiths sharpening 120", |
120 | @@ -110,8 +110,8 @@ |
121 | descname = _"forging a broad ax", |
122 | actions = { |
123 | "return=skipped unless economy needs ax_broad", |
124 | + "consume=coal:2 iron:2", |
125 | "sleep=26000", |
126 | - "consume=coal:2 iron:2", |
127 | "play_sound=sound/smiths smith 192", |
128 | "animate=working 22000", |
129 | "play_sound=sound/smiths sharpening 120", |
130 | @@ -124,8 +124,8 @@ |
131 | descname = _"forging a bronze ax", |
132 | actions = { |
133 | "return=skipped unless economy needs ax_bronze", |
134 | + "consume=coal:2 iron:2", |
135 | "sleep=26000", |
136 | - "consume=coal:2 iron:2", |
137 | "play_sound=sound/smiths smith 192", |
138 | "animate=working 22000", |
139 | "play_sound=sound/smiths sharpening 120", |
140 | @@ -138,8 +138,8 @@ |
141 | descname = _"forging a battle ax", |
142 | actions = { |
143 | "return=skipped unless economy needs ax_battle", |
144 | - "sleep=26000", |
145 | "consume=coal gold iron:2", |
146 | + "sleep=26000", |
147 | "play_sound=sound/smiths smith 192", |
148 | "animate=working 22000", |
149 | "play_sound=sound/smiths sharpening 120", |
150 | @@ -152,8 +152,8 @@ |
151 | descname = _"forging a warrior’s ax", |
152 | actions = { |
153 | "return=skipped unless economy needs ax_warriors", |
154 | - "sleep=26000", |
155 | "consume=coal:2 gold:2 iron:2", |
156 | + "sleep=26000", |
157 | "play_sound=sound/smiths smith 192", |
158 | "animate=working 22000", |
159 | "play_sound=sound/smiths sharpening 120", |
160 | |
161 | === modified file 'data/tribes/buildings/productionsites/empire/armorsmithy/init.lua' |
162 | --- data/tribes/buildings/productionsites/empire/armorsmithy/init.lua 2015-12-11 16:54:00 +0000 |
163 | +++ data/tribes/buildings/productionsites/empire/armorsmithy/init.lua 2016-07-29 11:40:20 +0000 |
164 | @@ -91,8 +91,8 @@ |
165 | descname = _"forging a suit of armor", |
166 | actions = { |
167 | "return=skipped unless economy needs armor", |
168 | - "sleep=32000", |
169 | "consume=iron coal cloth", |
170 | + "sleep=32000", |
171 | "animate=working 45000", |
172 | "produce=armor" |
173 | } |
174 | @@ -102,8 +102,8 @@ |
175 | descname = _"forging a suit of chain armor", |
176 | actions = { |
177 | "return=skipped unless economy needs armor_chain", |
178 | - "sleep=32000", |
179 | "consume=iron:2 coal cloth", |
180 | + "sleep=32000", |
181 | "animate=working 45000", |
182 | "produce=armor_chain" |
183 | } |
184 | @@ -113,8 +113,8 @@ |
185 | descname = _"forging a suit of gilded armor", |
186 | actions = { |
187 | "return=skipped unless economy needs armor_gilded", |
188 | - "sleep=32000", |
189 | "consume=iron:2 coal:2 cloth gold", |
190 | + "sleep=32000", |
191 | "animate=working 45000", |
192 | "produce=armor_gilded" |
193 | } |
194 | |
195 | === modified file 'data/tribes/buildings/productionsites/empire/weaponsmithy/init.lua' |
196 | --- data/tribes/buildings/productionsites/empire/weaponsmithy/init.lua 2016-06-17 07:41:37 +0000 |
197 | +++ data/tribes/buildings/productionsites/empire/weaponsmithy/init.lua 2016-07-29 11:40:20 +0000 |
198 | @@ -92,8 +92,8 @@ |
199 | descname = _"forging a spear", |
200 | actions = { |
201 | "return=skipped unless economy needs spear", |
202 | - "sleep=32000", |
203 | "consume=coal iron planks", |
204 | + "sleep=32000", |
205 | "play_sound=sound/smiths smith 192", |
206 | "animate=working 36000", |
207 | "play_sound=sound/smiths sharpening 120", |
208 | @@ -106,8 +106,8 @@ |
209 | descname = _"forging an advanced spear", |
210 | actions = { |
211 | "return=skipped unless economy needs spear_advanced", |
212 | - "sleep=32000", |
213 | "consume=coal iron:2 planks", |
214 | + "sleep=32000", |
215 | "play_sound=sound/smiths smith 192", |
216 | "animate=working 36000", |
217 | "play_sound=sound/smiths sharpening 120", |
218 | @@ -120,8 +120,8 @@ |
219 | descname = _"forging a heavy spear", |
220 | actions = { |
221 | "return=skipped unless economy needs spear_heavy", |
222 | - "sleep=32000", |
223 | "consume=coal:2 gold iron planks", |
224 | + "sleep=32000", |
225 | "play_sound=sound/smiths smith 192", |
226 | "animate=working 36000", |
227 | "play_sound=sound/smiths sharpening 120", |
228 | @@ -134,8 +134,8 @@ |
229 | descname = _"forging a war spear", |
230 | actions = { |
231 | "return=skipped unless economy needs spear_war", |
232 | - "sleep=32000", |
233 | "consume=coal:2 gold iron:2 planks", |
234 | + "sleep=32000", |
235 | "play_sound=sound/smiths smith 192", |
236 | "animate=working 36000", |
237 | "play_sound=sound/smiths sharpening 120", |
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