On 13.11.2012 12:54, Michael T. Pope wrote:
> On Tue, 13 Nov 2012 07:25:21 AM Michael Vehrs wrote:
>    
>> On 12.11.2012 09:15, Michael T. Pope wrote:
>>      
>>> [Definite release blockers]
>>>       BR#3518302 REF stands around doing nothing
>>>        
> Now fixed with svn.10286.  There may be more path finding fallout alas.
>
>    
>>> [Would be nice to fix]
>>>         Assorted map editor fail
>>>        
>> I want to look at the map editor as soon as I have finished with the
>> forest and river problem. In fact, I already fixed or mitigated one or
>> two map editor related hangs. Given a month or so, I think I could fix
>> most or all of these bugs.
>>      
> That would be great.  The map editor bug category has been rising steadily.
>    

Right. I'll do my best.

>    
>>>       BR#3528471 horse production error
>>>
>>>         Apparently horses eat fish after all
>>>        
>> Grumble. We put a lot of work into getting them not to eat fish. I would
>> like to see some really conclusive evidence before changing that again.
>>      
> Ack that grumble  The evidence is alas pretty good.  The `Two Bug Proposals'
> thread back in September veered off into this question, and David Stephensen
> was good enough to break out his copy of Col1 and posted screenshots.  I still
> have them handy and will attach them to the bug report shortly.
>
>    
>>>       BR#3486695 Custom Difficulty not working if choosing more than 3
>>>       expert
>>>
>>>         Should we make the number of recruitable slots a game option?
>>>        
>> I think recruitable slots should go away. We need something like a build
>> queue for Europe. The mod editor should be able to specify the first
>> hundred units to appear in Europe if she wants to.
>>      
> Fair enough.  The number of slots then roughly translates to a window at the
> top of the queue.
>    

Exactly. Handling Fountains of Youth will require some hackery, but as I 
recall this is already the case.

>    
>>>       BR#3559996 arsenal gives wrong number of muskets
>>>
>>>         Thanks to Michael for getting to this.  Are you happy with the
>>>         fallout from BR#3430371 and the test (testToolsMusketProduction)
>>>         that is now failing?  We also have BR#2871069, or is this now moot?
>>>        
>> I really don't know about this. However, I think the two sensible
>> solutions are to make the arsenal a typical factory-level building, or
>> to remove the arsenal altogether. I prefer the first option.
>>      
> That would be less obviously incompatible.  I begin to suspect that if Col1
> did have non-factory-like-arsenals, it was just a bug.
>    

It might well have been a last-minute fix for a game balance problem. As 
was pointed out, we could have an arsenal with lesser advantages, but 
although muskets are somewhat special, being the only third-level goods, 
I think that would be less than ideal. My suggestion is to include the 
normal factory-level arsenal. If it unbalances the game, remove it. If 
players complain, we can always restore the useless arsenal to the 
classic rule set.

>    
>>>       BR#3520017 Prod. bonus vs. level 2 buildings
>>>
>>>         Looks like Michael has fixed this (colopedia was updated, and we
>>>         have government options).  Did you have anything further you
>>>         wanted to do?
>>>        
>> Well yes. I think my comment "The production bonus should be upgraded to
>> a proper modifier. And the rebel percentage limits should also be made
>> configurable." still applies. Basically, we should have something like
>>
>> <modifier id="production.bonus" type="additive" value="1">
>> <scope "rebel%>= 50">
>> </modifier>
>>      
> OK, I misunderstood which modifier was being discussed.  The rebel percentages
> are now configurable (model.difficulty.government).
>    

That is also good to have, of course. We could add further options to 
handle the bonus values, but a better long-term solution would be to 
introduce a proper modifier, in my opinion. (And even longer term, we 
need to make the modifiers editable via GUI.)

>    
>>>       BR#3582641 colonist pop-up menu on 1024*600
>>>       BR#3489742 can't use map settings
>>>
>>>         I suspect these are duplicates of the Windows Java menu popup
>>>         problems.
>>>        
>> I guess so. Do we need scrollable menus for Windows and very small screens?
>>      
> I remain surprised anyone would play FreeCol on a 600 high screen, so my
> opinion is pretty irrelevant there.
>
>    
>> So, our ambitious plan to release FreeCol 1.0 before the end of the
>> world on 21 December seems to have come to nothing.
>>      
> Well, there is still the chance that one of us will be stricken by a
> debilitating condition that prevents us going to work, but not sufficiently 
> bad
> to stop us working full time on FreeCol.  However that release/date is looking
> unlikely.  We could of course just declare victory and release 1.0, but I fear
> that would be a bit dishonest given the state of the Pending Features tracker
> and the number of bugs that are blocked in a WWC1D? state.  I really want to
> get the AI stance/interactions into better shape (demanding tribute,
> negotiating, offering alliances with conditions, and of course, fixing
> Franklin), and make it possible for AIs to declare independence (actually
> winning is another level:-).  However, just getting the AI missions to mostly
> behave has taken way too long.
>
>    
>> How about releasing 0.10.6 on that day instead?
>>      
> Sounds good.  Some time to stabilize the AI is needed.  It is measurably
> improved, but every time I stare hard at it I see something that needs fixing.
>
> Cheers,
> Mike Pope
>    

We can always hope, can't we. Let's aim for December 21, shall we? If we 
can't make it, we can't make it. My current work in QA (in real life) 
has really, really made me appreciate the "release when it's done" 
approach. The current mania for fixed upgrade cycles leads to insanity 
and desolation.


Regards

Michael



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