hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2745
One Elder of Players
Location: Bavaria
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Posted at: 2020-04-16, 23:06
hessenfarmer wrote:
Nordfriese wrote:
This discussion seems to have been going on for years and always going in circles. Since there seems to be no solution that satisfies everyone, how about splitting the mill into two buildings, one for cornmeal (working only on demand) and one for blackroot flour (working always)? We already figured out that atlanteans are somewhat overpowered in early game so this would not even negatively impact balancing much…
I believe I found a solution to implement that a default target quantity of 0 will be not visible in the eco settings. this would satisfy every aspect. having an additional mill would not have an effect on early game advantage of atlanteans.
I'll prepare a branch tonight.
so this is what is fixing both views on the topic.
https://github.com/widelands/widelands/pull/3855
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2745
One Elder of Players
Location: Bavaria
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Posted at: 2020-04-18, 14:59
hessenfarmer wrote:
hessenfarmer wrote:
Nordfriese wrote:
This discussion seems to have been going on for years and always going in circles. Since there seems to be no solution that satisfies everyone, how about splitting the mill into two buildings, one for cornmeal (working only on demand) and one for blackroot flour (working always)? We already figured out that atlanteans are somewhat overpowered in early game so this would not even negatively impact balancing much…
I believe I found a solution to implement that a default target quantity of 0 will be not visible in the eco settings. this would satisfy every aspect. having an additional mill would not have an effect on early game advantage of atlanteans.
I'll prepare a branch tonight.
so this is what is fixing both views on the topic.
https://github.com/widelands/widelands/pull/3855
got merged into master
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WorldSavior
Topic Opener
Joined: 2016-10-15, 04:10
Posts: 2128
OS: Linux
Version: Recent tournament version
One Elder of Players
Location: Germany
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Posted at: 2020-04-18, 18:40
hessenfarmer wrote:
hessenfarmer wrote:
hessenfarmer wrote:
Nordfriese wrote:
This discussion seems to have been going on for years and always going in circles. Since there seems to be no solution that satisfies everyone, how about splitting the mill into two buildings, one for cornmeal (working only on demand) and one for blackroot flour (working always)? We already figured out that atlanteans are somewhat overpowered in early game so this would not even negatively impact balancing much…
I believe I found a solution to implement that a default target quantity of 0 will be not visible in the eco settings. this would satisfy every aspect. having an additional mill would not have an effect on early game advantage of atlanteans.
I'll prepare a branch tonight.
so this is what is fixing both views on the topic.
https://github.com/widelands/widelands/pull/3855
got merged into master
Good solution. Another possibility would have been to let some more buildings ignore economy settings when their input wares are not needed. In build18 this was the case, so nobody thought that there is a bug with the mill, I guess.
Nordfriese wrote:
All right then Seeing as the community is getting impatient, I have scheduled the first snow feature freeze.
That's pretty cool
Wanted to save the world, then I got widetracked
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JanO
Joined: 2015-08-02, 11:56
Posts: 177
At home in WL-forums
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Posted at: 2020-04-20, 21:54
In bzr9250-202004120848 Release I found my barbarian weaving mill refusing work because of no need for ships on that map. Unfortunately the ferrybuilder could not approve that behaviour...
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niektory
Joined: 2019-06-03, 20:06
Posts: 206
Widelands-Forum-Junkie
Location: Poland
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Posted at: 2020-04-20, 22:24
JanO wrote:
In bzr9250-202004120848 Release I found my barbarian weaving mill refusing work because of no need for ships on that map. Unfortunately the ferrybuilder could not approve that behaviour...
This was fixed a few days ago
bzr9261 or newer should work fine.
Let Barbarians produce cloth on maps without seafaring #3846
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2745
One Elder of Players
Location: Bavaria
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Posted at: 2020-04-20, 22:28
niektory wrote:
hessenfarmer wrote:
niektory wrote:
I think the marble mines are simply buggy and are sometimes producing less marble than they should. I'm going to investigate this more closely. Perhaps fixing the bug is all that needs to be done.
How do you come to this conclusion. They produce exactly what is defined in their program (1 time stone and 1 time marble). However this could be changed like KoN suggested but it is not a bug.
I'm pretty sure it is: Wrong ratio of Granite:Marble produced by Empire Marble Mine #3863
Thanks to Niektory a very serious bug with empire and atlantean stone mines was discovered and can be fixed for b21. Good spot!
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JanO
Joined: 2015-08-02, 11:56
Posts: 177
At home in WL-forums
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Posted at: 2020-04-20, 23:16
Ok
Looks like I should update my version more often
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2745
One Elder of Players
Location: Bavaria
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Posted at: 2020-04-21, 09:38
2 new bugs found by blind3rdeye,
see https://www.widelands.org/forum/post/32641/
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WorldSavior
Topic Opener
Joined: 2016-10-15, 04:10
Posts: 2128
OS: Linux
Version: Recent tournament version
One Elder of Players
Location: Germany
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Posted at: 2020-05-02, 15:06
blind3rdeye found also another bug and described it in the TTT-Thread. (Unwanted micromanaging of foresters and so on)
Wanted to save the world, then I got widetracked
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Nordfriese
Joined: 2017-01-17, 18:07
Posts: 2057
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2020-05-02, 19:41
blind3rdeye found also another bug and described it in the TTT-Thread. (Unwanted micromanaging of foresters and so on)
Can you provide the link to or quote the relevant post(s) please?
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