Topic: Don't make smithies slower
WorldSavior Topic Opener |
Posted at: 2018-01-19, 10:51
I discovered that all buildings which create equipment for soldiers have been made much slower in trunk. What's the reason of that? I think that it's just a bad change and would suggest to change the buildings back. Wanted to save the world, then I got widetracked Top Quote |
kaputtnik |
Posted at: 2018-01-19, 11:59
I don't know exactly the reason but i think the relevant discussion was here. Some branches which changed the production logic:
At least the last merge has a explanation. You can look at the changes to each file if you search it in the code, e.g. for productionsites. Then click on the tribe -> the building -> the corresponding init.lua file. After that you can click on "View changes to this file" on the top. Then all branches which changed this file are shown. The commit message of each branch should give some information about the changes. Fight simulator for Widelands: |
WorldSavior Topic Opener |
Posted at: 2018-01-19, 14:40
Actually this has nothing to do with it. It seems like toptopple thinks so, but he is mistaken.
Thank you, there we have got the explanation:
No. The production speed has not become increased, so it doesn't need compensation.
That is not a "weak" change, as normally 1 weapon smith and 1 armoursmith are enough for a training camp, or almost. And I checked that the atlantean armor smith has been more than enough for a labyrinth in build 19, but in trunk you need two armor smiths now for a perfectly running labyrinth.
The "resupplying of raw material" has not become harder (just make sure that the building is not undersupplied), so it is not necessary.
Thanks, I didn't know that Wanted to save the world, then I got widetracked Top Quote |