Merge lp:~widelands-dev/widelands/frisian_balancing_2 into lp:widelands

Proposed by hessenfarmer
Status: Merged
Merged at revision: 8861
Proposed branch: lp:~widelands-dev/widelands/frisian_balancing_2
Merge into: lp:widelands
Diff against target: 249 lines (+27/-21)
14 files modified
data/tribes/buildings/productionsites/frisians/armor_smithy_small/init.lua (+1/-1)
data/tribes/buildings/productionsites/frisians/clay_pit/init.lua (+1/-1)
data/tribes/buildings/productionsites/frisians/hunters_house/init.lua (+4/-0)
data/tribes/buildings/productionsites/frisians/recycling_center/init.lua (+4/-4)
data/tribes/buildings/trainingsites/frisians/training_arena/init.lua (+1/-1)
data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua (+1/-0)
data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua (+1/-0)
data/tribes/scripting/starting_conditions/frisians/fortified_village.lua (+2/-1)
data/tribes/scripting/starting_conditions/frisians/headquarters.lua (+2/-1)
data/tribes/scripting/starting_conditions/frisians/trading_outpost.lua (+2/-1)
data/tribes/scripting/starting_conditions/frisians/village.lua (+0/-1)
data/tribes/wares/wine/init.lua (+1/-3)
data/tribes/workers/frisians/farmer/init.lua (+2/-2)
data/tribes/workers/frisians/soldier/init.lua (+5/-5)
To merge this branch: bzr merge lp:~widelands-dev/widelands/frisian_balancing_2
Reviewer Review Type Date Requested Status
GunChleoc Approve
Review via email: mp+355358@code.launchpad.net

This proposal supersedes a proposal from 2018-09-17.

Commit message

Some balancing fixes:

- Fixed the bug that barbarian trading outposts and fortified villages start with zero master-miners instead of 4 (like the headquarter does)

- Removed superfluous economy settings of imperial wine

- Fixed the bug that Frisian clay pits ignore economy settings. They do so now only if the economy needs fish, because Fish-producing aqua farms can stop working if the clay pits do so

- Reduced the problem that Frisian scrap metal tends to pile up: Recycling centers will not skipping anymore if the economy doesn't need coal. (If they would never skip there would be cases in which they use precious coal which is currently needed elsewhere - which could be bad even though recycling saves coal after a while)

- Reduced the costs for frisian Helmet to 1 coal and 1 iron. Adopted the scrap return as well

- Increased frisian farm workspace to radius 3

- added a master seamstress to each starting condition except for village and reduced needles by one in return

- hunter only produces a fur each 5th cycle

Description of the change

Some balancing fixes from Worldsavior. Note:

Unfortunately there is a little problem: If the recycling center skips and you mouse over it it says something like "skipped because economy doesn't need iron and" instead of "skipped because economy doesn't need iron and economy needs coal". I don't know how to solve that, but I guess that the problem is that a building normally doesn't skip if a ware is needed instead of being not needed.

When we merge this branch, we need to record that problem in a bug, because it needs an engine fix.

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Revision history for this message
bunnybot (widelandsofficial) wrote : Posted in a previous version of this proposal

Continuous integration builds have changed state:

Travis build 3992. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/429683077.
Appveyor build 3789. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_balancing_worldsavior-3789.

Revision history for this message
Tinker (room101) wrote : Posted in a previous version of this proposal

The zero master miners in village start conditions is not a bug, it is a
feature.

Revision history for this message
bunnybot (widelandsofficial) wrote :

Continuous integration builds have changed state:

Travis build 4007. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/430731458.
Appveyor build 3804. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_frisian_balancing_2-3804.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Just 1 nit.

Revision history for this message
hessenfarmer (stephan-lutz) wrote :

Ok shall we remove master miners from frisian village as well in this case?
I can do this tonight, but if you want to do it feel free.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Sgrìobh hessenfarmer na leanas 27/09/2018 aig 08:26:
> Ok shall we remove master miners from frisian village as well in this case?
> I can do this tonight, but if you want to do it feel free.

Yes, please

Revision history for this message
Benedikt Straub (nordfriese) wrote :

Please also remove the master seamstress from the frisian village start. Other than that, changes look good to me :)

Revision history for this message
hessenfarmer (stephan-lutz) wrote :

Ok will do this tonight.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Thanks - let's have it!

@bunnybot merge

review: Approve

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1=== modified file 'data/tribes/buildings/productionsites/frisians/armor_smithy_small/init.lua'
2--- data/tribes/buildings/productionsites/frisians/armor_smithy_small/init.lua 2018-09-10 12:32:56 +0000
3+++ data/tribes/buildings/productionsites/frisians/armor_smithy_small/init.lua 2018-09-28 18:42:16 +0000
4@@ -105,7 +105,7 @@
5 actions = {
6 -- time total: 67 + 3.6
7 "return=skipped unless economy needs helmet",
8- "consume=coal iron:2",
9+ "consume=coal iron",
10 "sleep=30000",
11 "playsound=sound/smiths smith 192",
12 "animate=working 37000",
13
14=== modified file 'data/tribes/buildings/productionsites/frisians/clay_pit/init.lua'
15--- data/tribes/buildings/productionsites/frisians/clay_pit/init.lua 2018-07-17 10:13:49 +0000
16+++ data/tribes/buildings/productionsites/frisians/clay_pit/init.lua 2018-09-28 18:42:16 +0000
17@@ -59,7 +59,7 @@
18 descname = _"making clay",
19 actions = {
20 "sleep=20000",
21- "return=skipped unless economy needs clay or site has water",
22+ "return=skipped unless economy needs clay or economy needs fish", -- Fish-producing aqua farms can stop working if the clay pits do so
23 "return=failed unless site has water",
24 "callworker=dig",
25 "consume=water",
26
27=== modified file 'data/tribes/buildings/productionsites/frisians/hunters_house/init.lua'
28--- data/tribes/buildings/productionsites/frisians/hunters_house/init.lua 2018-07-17 10:13:49 +0000
29+++ data/tribes/buildings/productionsites/frisians/hunters_house/init.lua 2018-09-28 18:42:16 +0000
30@@ -56,6 +56,10 @@
31 "callworker=hunt",
32 "sleep=35000",
33 "callworker=hunt",
34+ "sleep=35000",
35+ "callworker=hunt",
36+ "sleep=35000",
37+ "callworker=hunt",
38 "produce=fur"
39 }
40 },
41
42=== modified file 'data/tribes/buildings/productionsites/frisians/recycling_center/init.lua'
43--- data/tribes/buildings/productionsites/frisians/recycling_center/init.lua 2018-09-10 12:32:56 +0000
44+++ data/tribes/buildings/productionsites/frisians/recycling_center/init.lua 2018-09-28 18:42:16 +0000
45@@ -95,10 +95,10 @@
46 -- TRANSLATORS: Completed/Skipped/Did not start recycling iron because ...
47 descname = pgettext("frisians_building", "recycling iron"),
48 actions = {
49- "return=skipped unless economy needs iron",
50+ "return=skipped unless economy needs iron or not economy needs coal", -- if the economy doesn't need coal the situation gets even improved because recycling saves coal
51+ "sleep=40000",
52 "consume=scrap_iron:2 coal",
53 "animate=working_metal 40000",
54- "sleep=40000",
55 "produce=iron:2"
56 }
57 },
58@@ -106,10 +106,10 @@
59 -- TRANSLATORS: Completed/Skipped/Did not start recycling iron and gold because ...
60 descname = pgettext("frisians_building", "recycling iron and gold"),
61 actions = {
62- "return=skipped unless economy needs iron or economy needs gold",
63+ "return=skipped unless economy needs iron or economy needs gold or not economy needs coal", -- if the economy doesn't need coal the situation gets even improved because recycling saves coal
64+ "sleep=40000",
65 "consume=scrap_metal_mixed:2 coal",
66 "animate=working_metal 40000",
67- "sleep=40000",
68 "produce=iron gold"
69 }
70 },
71
72=== modified file 'data/tribes/buildings/trainingsites/frisians/training_arena/init.lua'
73--- data/tribes/buildings/trainingsites/frisians/training_arena/init.lua 2018-07-25 19:54:53 +0000
74+++ data/tribes/buildings/trainingsites/frisians/training_arena/init.lua 2018-09-28 18:42:16 +0000
75@@ -172,7 +172,7 @@
76 "checksoldier=soldier health 1", -- Because the soldier can be expelled by the player
77 "consume=helmet_golden honey_bread,mead smoked_fish,smoked_meat",
78 "train=soldier health 1 2",
79- "produce=scrap_iron:2"
80+ "produce=scrap_iron"
81 }
82 },
83 },
84
85=== modified file 'data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua'
86--- data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua 2018-07-15 10:32:12 +0000
87+++ data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua 2018-09-28 18:42:16 +0000
88@@ -58,6 +58,7 @@
89 barbarians_geologist = 4,
90 barbarians_lumberjack = 2,
91 barbarians_miner = 4,
92+ barbarians_miner_master = 4,
93 barbarians_ranger = 1,
94 barbarians_stonemason = 2,
95 barbarians_trainer = 3,
96
97=== modified file 'data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua'
98--- data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua 2018-07-15 10:32:12 +0000
99+++ data/tribes/scripting/starting_conditions/barbarians/trading_outpost.lua 2018-09-28 18:42:16 +0000
100@@ -63,6 +63,7 @@
101 barbarians_lime_burner = 1,
102 barbarians_lumberjack = 3,
103 barbarians_miner = 4,
104+ barbarians_miner_master = 4,
105 barbarians_ranger = 1,
106 barbarians_stonemason = 2,
107 barbarians_trainer = 4,
108
109=== modified file 'data/tribes/scripting/starting_conditions/frisians/fortified_village.lua'
110--- data/tribes/scripting/starting_conditions/frisians/fortified_village.lua 2018-05-23 05:13:49 +0000
111+++ data/tribes/scripting/starting_conditions/frisians/fortified_village.lua 2018-09-28 18:42:16 +0000
112@@ -50,7 +50,7 @@
113 bread_paddle = 2,
114 kitchen_tools = 2,
115 felling_ax = 3,
116- needles = 2,
117+ needles = 1,
118 basket = 2,
119 pick = 5,
120 shovel = 5,
121@@ -81,6 +81,7 @@
122 frisians_stonemason = 2,
123 frisians_reindeer = 5,
124 frisians_trainer = 3,
125+ frisians_seamstress_master = 1,
126 },
127 soldiers = {
128 [{0,0,0,0}] = 33,
129
130=== modified file 'data/tribes/scripting/starting_conditions/frisians/headquarters.lua'
131--- data/tribes/scripting/starting_conditions/frisians/headquarters.lua 2018-05-23 05:13:49 +0000
132+++ data/tribes/scripting/starting_conditions/frisians/headquarters.lua 2018-09-28 18:42:16 +0000
133@@ -54,7 +54,7 @@
134 bread_paddle = 2,
135 kitchen_tools = 2,
136 felling_ax = 3,
137- needles = 2,
138+ needles = 1,
139 basket = 2,
140 pick = 5,
141 shovel = 5,
142@@ -86,6 +86,7 @@
143 frisians_stonemason = 2,
144 frisians_reindeer = 5,
145 frisians_trainer = 3,
146+ frisians_seamstress_master = 1,
147 },
148 soldiers = {
149 [{0,0,0,0}] = 45,
150
151=== modified file 'data/tribes/scripting/starting_conditions/frisians/trading_outpost.lua'
152--- data/tribes/scripting/starting_conditions/frisians/trading_outpost.lua 2018-07-11 16:45:28 +0000
153+++ data/tribes/scripting/starting_conditions/frisians/trading_outpost.lua 2018-09-28 18:42:16 +0000
154@@ -54,7 +54,7 @@
155 bread_paddle = 2,
156 kitchen_tools = 2,
157 felling_ax = 3,
158- needles = 2,
159+ needles = 1,
160 basket = 2,
161 pick = 5,
162 shovel = 5,
163@@ -85,6 +85,7 @@
164 frisians_stonemason = 2,
165 frisians_reindeer = 5,
166 frisians_trainer = 4,
167+ frisians_seamstress_master = 1,
168 },
169 -- Max health: 2, Max attack: 6, Max defense: 2, Max evade: 0
170 soldiers = {
171
172=== modified file 'data/tribes/scripting/starting_conditions/frisians/village.lua'
173--- data/tribes/scripting/starting_conditions/frisians/village.lua 2018-05-23 05:13:49 +0000
174+++ data/tribes/scripting/starting_conditions/frisians/village.lua 2018-09-28 18:42:16 +0000
175@@ -79,7 +79,6 @@
176 frisians_woodcutter = 3,
177 frisians_beekeeper = 1,
178 frisians_miner = 4,
179- frisians_miner_master = 2,
180 frisians_forester = 2,
181 frisians_stonemason = 2,
182 frisians_reindeer = 5,
183
184=== modified file 'data/tribes/wares/wine/init.lua'
185--- data/tribes/wares/wine/init.lua 2015-12-11 16:54:00 +0000
186+++ data/tribes/wares/wine/init.lua 2018-09-28 18:42:16 +0000
187@@ -7,9 +7,7 @@
188 descname = pgettext("ware", "Wine"),
189 helptext_script = dirname .. "helptexts.lua",
190 icon = dirname .. "menu.png",
191- default_target_quantity = {
192- empire = 20
193- },
194+ default_target_quantity = {},
195 preciousness = {
196 empire = 8
197 },
198
199=== modified file 'data/tribes/workers/frisians/farmer/init.lua'
200--- data/tribes/workers/frisians/farmer/init.lua 2018-07-08 18:32:58 +0000
201+++ data/tribes/workers/frisians/farmer/init.lua 2018-09-28 18:42:16 +0000
202@@ -40,7 +40,7 @@
203
204 programs = {
205 plant = {
206- "findspace=size:any radius:2 space",
207+ "findspace=size:any radius:3 space",
208 "walk=coords",
209 "animate=planting 8000",
210 "plant=attrib:seed_barley",
211@@ -48,7 +48,7 @@
212 "return"
213 },
214 harvest = {
215- "findobject=attrib:ripe_barley radius:2",
216+ "findobject=attrib:ripe_barley radius:3",
217 "walk=object",
218 "animate=harvesting 10000",
219 "callobject=harvest",
220
221=== modified file 'data/tribes/workers/frisians/soldier/init.lua'
222--- data/tribes/workers/frisians/soldier/init.lua 2018-02-06 11:17:48 +0000
223+++ data/tribes/workers/frisians/soldier/init.lua 2018-09-28 18:42:16 +0000
224@@ -86,20 +86,20 @@
225 health = {
226 max_level = 2,
227 base = 12250,
228- increase_per_level = 3250,
229+ increase_per_level = 2955,
230 pictures = path.list_files (dirname .. "health_level?.png"),
231 },
232 attack = {
233 max_level = 6,
234- base = 1350,
235- maximum = 1550,
236- increase_per_level = 975,
237+ base = 1300,
238+ maximum = 1600,
239+ increase_per_level = 1006,
240 pictures = path.list_files (dirname .. "attack_level?.png"),
241 },
242 defense = {
243 max_level = 2,
244 base = 4,
245- increase_per_level = 15,
246+ increase_per_level = 16,
247 pictures = path.list_files (dirname .. "defense_level?.png"),
248 },
249 evade = {

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