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Message #02235
[Merge] lp:~wl-zocker/widelands/conf_files_changes into lp:widelands
wl-zocker has proposed merging lp:~wl-zocker/widelands/conf_files_changes into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1332455 in widelands: "Productivity of the Atlantean farm does not drop to 0 when it does not work"
https://bugs.launchpad.net/widelands/+bug/1332455
For more details, see:
https://code.launchpad.net/~wl-zocker/widelands/conf_files_changes/+merge/226384
This merge request includes three issues:
- Transportation animals have been produced when they were needed, no matter if the economy had enough wares (wheat/corn and water) or not. But they were also produced when there was no need for them, only because the economy had the wares to do so. This is probably the reason why the AI always has so many animals in its warehouses at the end of the game. I removed the last case; the animals are only produced when they are needed. I increased their default_target_quantity a bit - just to be sure.
- The same as above for the cloth of the Barbarians. The weaving-mill used to consume all thatch reed. This was not no big problem, but it caused road traffic. The default_target_quantity is enough for two ships (4 cloth each).
- Last but not least, I fixed bug 1332455. Seemingly, when no return was defined, this was interpreted as success.
--
https://code.launchpad.net/~wl-zocker/widelands/conf_files_changes/+merge/226384
Your team Widelands Developers is requested to review the proposed merge of lp:~wl-zocker/widelands/conf_files_changes into lp:widelands.
=== modified file 'tribes/atlanteans/farm/conf'
--- tribes/atlanteans/farm/conf 2014-03-17 17:23:26 +0000
+++ tribes/atlanteans/farm/conf 2014-07-10 21:16:32 +0000
@@ -37,6 +37,7 @@
call=plant_corn
call=harvest_corn
playFX=../../../sound/farm/farm_animal 192
+return=skipped
[idle]
pics=farm_i_??.png # ???
=== modified file 'tribes/atlanteans/horse/conf'
--- tribes/atlanteans/horse/conf 2014-03-14 12:38:09 +0000
+++ tribes/atlanteans/horse/conf 2014-07-10 21:16:32 +0000
@@ -1,5 +1,5 @@
help=_Horses help to carry items along busy roads. They are reared in a horse farm.
-default_target_quantity=5
+default_target_quantity=10
ware_hotspot=-2 12
[idle]
=== modified file 'tribes/atlanteans/horsefarm/conf'
--- tribes/atlanteans/horsefarm/conf 2014-07-03 20:06:38 +0000
+++ tribes/atlanteans/horsefarm/conf 2014-07-10 21:16:32 +0000
@@ -26,8 +26,7 @@
[work]
sleep=15000
-return=skipped unless economy needs horse or not economy needs water
-return=skipped unless economy needs horse or not economy needs corn
+return=skipped unless economy needs horse
consume=corn water
playFX=../../../sound/farm/horse 192
animate=working 15000 # feeding cute little foals ;)
=== modified file 'tribes/barbarians/cattlefarm/conf'
--- tribes/barbarians/cattlefarm/conf 2014-07-03 20:06:38 +0000
+++ tribes/barbarians/cattlefarm/conf 2014-07-10 21:16:32 +0000
@@ -26,8 +26,7 @@
[work]
sleep=15000
-return=skipped unless economy needs ox or not economy needs wheat
-return=skipped unless economy needs ox or not economy needs water
+return=skipped unless economy needs ox
consume=wheat water
playFX=../../../sound/farm/ox 192
animate=working 15000 # animation of feeding the cattles
=== modified file 'tribes/barbarians/cloth/conf'
--- tribes/barbarians/cloth/conf 2013-07-23 19:04:12 +0000
+++ tribes/barbarians/cloth/conf 2014-07-10 21:16:32 +0000
@@ -1,6 +1,7 @@
-# TODO: this is currently not shown in warehouses as it is not used.
help=_Cloth is needed for barbarian ships. It is produced out of thatch reed.
+default_target_quantity=10
+
[idle]
pics=idle.png
hotspot=6 9
=== modified file 'tribes/barbarians/ox/conf'
--- tribes/barbarians/ox/conf 2014-03-14 12:38:09 +0000
+++ tribes/barbarians/ox/conf 2014-07-10 21:16:32 +0000
@@ -1,5 +1,5 @@
help=_Oxen help to carry items along busy roads. They are reared in a cattle farm.
-default_target_quantity=5
+default_target_quantity=10
ware_hotspot=-2 13
[idle]
=== modified file 'tribes/barbarians/weaving-mill/conf'
--- tribes/barbarians/weaving-mill/conf 2014-07-03 20:06:38 +0000
+++ tribes/barbarians/weaving-mill/conf 2014-07-10 21:16:32 +0000
@@ -24,7 +24,7 @@
[work]
sleep=20000
-return=skipped unless economy needs cloth or not economy needs thatchreed
+return=skipped unless economy needs cloth
consume=thatchreed
animate=working 25000
produce=cloth
=== modified file 'tribes/empire/donkey/conf'
--- tribes/empire/donkey/conf 2014-03-14 12:38:09 +0000
+++ tribes/empire/donkey/conf 2014-07-10 21:16:32 +0000
@@ -1,5 +1,5 @@
help=_Donkeys help to carry items along busy roads. They are reared in a donkey farm.
-default_target_quantity=5
+default_target_quantity=10
ware_hotspot=-2 8
[idle]
=== modified file 'tribes/empire/donkeyfarm/conf'
--- tribes/empire/donkeyfarm/conf 2014-07-03 20:06:38 +0000
+++ tribes/empire/donkeyfarm/conf 2014-07-10 21:16:32 +0000
@@ -26,8 +26,7 @@
[work]
sleep=15000
-return=skipped unless economy needs donkey or not economy needs wheat
-return=skipped unless economy needs donkey or not economy needs water
+return=skipped unless economy needs donkey
consume=wheat water
playFX=../../../sound/farm/donkey 192
animate=working 15000 # feeding cute little baby donkeys ;)