Merge lp:~widelands-dev/widelands/frisian_balancing_2 into lp:widelands
Status: | Merged | ||||
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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) |
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To merge this branch: | bzr merge lp:~widelands-dev/widelands/frisian_balancing_2 | ||||
Related bugs: |
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Reviewer | Review Type | Date Requested | Status |
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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.
Continuous integration builds have changed state:
Travis build 3992. State: passed. Details: https:/ /travis- ci.org/ widelands/ widelands/ builds/ 429683077. /ci.appveyor. com/project/ widelands- dev/widelands/ build/_ widelands_ dev_widelands_ balancing_ worldsavior- 3789.
Appveyor build 3789. State: success. Details: https:/