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Message #13983
Re: [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands
Agree to most of Nordfrieses Comments
stats are looking much better now in the Excel. will upload them to the bug ASAP
Diff comments:
>
> === modified file 'data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua 2017-09-03 07:59:51 +0000
> +++ data/tribes/buildings/productionsites/atlanteans/coalmine/init.lua 2018-07-24 09:41:57 +0000
> @@ -57,17 +57,23 @@
> -- TRANSLATORS: Completed/Skipped/Did not start mining coal because ...
> descname = _"mining coal",
> actions = {
> - "sleep=45000",
> + "sleep=40000",
> "return=skipped unless economy needs coal",
> "consume=smoked_fish,smoked_meat:2 atlanteans_bread:2",
> "animate=working 20000",
> - "mine=coal 4 100 5 2",
> - "produce=coal:2",
> - "animate=working 20000",
> - "mine=coal 4 100 5 2",
> - "produce=coal:2",
> - "animate=working 20000",
> - "mine=coal 4 100 5 2",
> + "animate=working 20000",
> + "animate=working 20000",
> + "mine=coal 4 100 35 2",
> + "produce=coal",
> + "sleep=2500",
> + "mine=coal 4 100 1 2",
> + "mine=coal 4 100 1 2",
> + "mine=coal 4 100 1 2",
> + "produce=coal:3",
I think this is a tradeoff to have the tooltip read "has produced 3 coal" Your Scenario only happens if the mine is depleted directly between step 2 and step 3 (i.e. step 2 mines the last coal) so I think it is worth the pain
> + "sleep=2500",
> + "mine=coal 4 100 1 2",
> + "mine=coal 4 100 1 2",
> + "mine=coal 4 100 1 2",
+1
> "produce=coal:3"
> }
> },
>
> === modified file 'data/tribes/buildings/productionsites/frisians/coalmine/init.lua'
> --- data/tribes/buildings/productionsites/frisians/coalmine/init.lua 2018-07-19 09:40:06 +0000
> +++ data/tribes/buildings/productionsites/frisians/coalmine/init.lua 2018-07-24 09:41:57 +0000
> @@ -69,6 +69,7 @@
> "consume=ration",
> "animate=working 40000",
I would vote to lower this value to 30000 or even 25000 to boost coal production per Minute a bit. as this is the last open Point in the current stats
> "mine=coal 3 50 5 20",
> + "mine=coal 3 50 100 20",
> "produce=coal:2"
> }
> },
>
> === modified file 'data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua 2018-07-19 09:40:06 +0000
> +++ data/tribes/buildings/productionsites/frisians/goldmine_deep/init.lua 2018-07-24 09:41:57 +0000
> @@ -63,15 +63,22 @@
> -- TRANSLATORS: Completed/Skipped/Did not start mining gold because ...
> descname = _"mining gold",
> actions = {
> - "sleep=40000",
> - "return=skipped unless economy needs gold_ore",
> + "sleep=39800",
> + "return=skipped unless economy needs coal",
> "consume=meal",
> - "animate=working 18000",
> - "mine=gold 3 100 10 5",
> - "produce=gold_ore:2",
> - "animate=working 18000",
> - "mine=gold 3 100 10 5",
> - "produce=gold_ore:2"
> + "animate=working 19000",
> + "animate=working 19000",
> + "animate=working 19000",
> + "mine=gold 3 100 50 5",
> + "produce=gold",
> + "sleep=2000",
> + "mine=gold 3 100 1 5",
> + "mine=gold 3 100 1 5",
> + "produce=gold:2",
> + "sleep=2000",
> + "mine=gold 3 100 1 5",
> + "mine=gold 3 100 1 5",
> + "produce=gold:2"
should be gold_ore.
Furthermore I wouzld prefer to have a cycle of 1 Gold, 1 Gold, 3 Gold as the tooltip would read much better.
> }
> },
> },
>
> === modified file 'data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua 2018-07-19 09:40:06 +0000
> +++ data/tribes/buildings/productionsites/frisians/ironmine_deep/init.lua 2018-07-24 09:41:57 +0000
> @@ -63,15 +63,24 @@
> -- TRANSLATORS: Completed/Skipped/Did not start mining iron because ...
> descname = _"mining iron",
> actions = {
> - "sleep=40000",
> - "return=skipped unless economy needs iron_ore",
> + "sleep=62000",
> + "return=skipped unless economy needs iron",
should be iron_ore from my side
> "consume=meal",
> - "animate=working 18000",
> - "mine=iron 3 100 10 5",
> - "produce=iron_ore:2",
> - "animate=working 18000",
> - "mine=iron 3 100 10 5",
> - "produce=iron_ore:2"
> + "animate=working 19000",
> + "animate=working 19000",
> + "animate=working 19000",
> + "mine=iron 3 100 70 5",
> + "produce=iron",
> + "sleep=2000",
> + "mine=iron 3 100 1 5",
> + "mine=iron 3 100 1 5",
> + "mine=iron 3 100 1 5",
> + "produce=iron:3",
> + "sleep=2000",
> + "mine=iron 3 100 1 5",
> + "mine=iron 3 100 1 5",
> + "mine=iron 3 100 1 5",
> + "produce=iron:3"
No I think it's not intentional just a typo that needs to be fixed
> }
> },
> },
>
> === modified file 'data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua'
> --- data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua 2018-07-09 11:34:23 +0000
> +++ data/tribes/buildings/productionsites/frisians/mead_brewery/init.lua 2018-07-24 09:41:57 +0000
> @@ -80,7 +80,7 @@
> -- TRANSLATORS: Completed/Skipped/Did not start brewing beer because ...
> descname = _"brewing beer",
> actions = {
> - "return=skipped unless economy needs beer or workers need experience",
> + "return=skipped unless economy needs beer",
> "sleep=30000",
I think we should leave this to help the player having experienced workers for upgrades. Otherwise it would need a lot of micromanagement in the economy Options the frisians need mead very early to operate a Training Arena and they don't have much mead to start with.
> "consume=barley water",
> "animate=working 30000",
>
> === modified file 'data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua'
> --- data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua 2018-07-19 09:40:06 +0000
> +++ data/tribes/buildings/productionsites/frisians/rockmine_deep/init.lua 2018-07-24 09:41:57 +0000
> @@ -63,18 +63,24 @@
> -- TRANSLATORS: Completed/Skipped/Did not start mining granite because ...
> descname = _"mining granite",
> actions = {
> - "sleep=40000",
> + "sleep=39800",
> "return=skipped unless economy needs granite",
> "consume=meal",
> - "animate=working 12000",
> - "mine=stones 3 100 10 5",
> - "produce=granite",
> - "animate=working 12000",
> - "mine=stones 3 100 10 5",
> - "produce=granite",
> - "animate=working 12000",
> - "mine=stones 3 100 10 5",
> - "produce=granite"
> + "animate=working 19000",
> + "animate=working 19000",
> + "animate=working 19000",
> + "mine=granite 3 100 70 5",
> + "produce=granite",
> + "sleep=2000",
I guess this inter program sleep time is to ensure the flag can store the produced wares. Has it been tested that 2 seconds is enough to get the wares carried away? Perhaps Splitting them into 1 sec after the first cycle and 3 secs after the second would allow for better transportation?
> + "mine=granite 3 100 1 5",
> + "mine=granite 3 100 1 5",
> + "mine=granite 3 100 1 5",
> + "produce=granite:3",
> + "sleep=2000",
> + "mine=granite 3 100 1 5",
> + "mine=granite 3 100 1 5",
> + "mine=granite 3 100 1 5",
> + "produce=granite:3"
> }
> },
> },
--
https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716
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