On 16.12.2012 00:54, Michael T. Pope wrote: > On Sat, 15 Dec 2012 09:42:01 AM Michael Vehrs wrote: > >> I don't disagree. As far as cosmetics are concerned, I might have time >> to repaint rivers and forest with river tiles to make them more >> pleasing. But I'm not promising anything. The end of the year is fraught >> with domestic duties. >> > Indeed so. Nevertheless, if you have a minute or two:-),
I'll try. > here for comment is > a list of bullet points for the release notes (and BTW, nice work with the > disasters, some of them really hurt). > > - bugs: > >80 bugs fixed. > > - colony names (freecol ruleset): > The colony names have been revised for accuracy and chronological > order, > contributed by izzieliu. > > - disasters: > Colonies are subject to natural disasters. > > - European trade: > Trading of goods with other European nations should be working again. > > - intervention force: > A foreign power may intervene and aid you against the REF. > > - map reveal: > The map is fully revealed on independence, as in Col1. > > - native anger: > Native settlements now have a `most hated nation', visible in the > various popups, reports and the `!' chip by the settlement name. > > - native trade: > An option has been added to allow trading with empty carrier units. > > - path finding: > The path finding code has been reworked, and should now find the > fastest path in more cases. > > - peace: > The monarch now sometimes declares peace. > > - ship names: > Ships now have names by default. Historic ship name list contributed > by izzieliu. > > - AI: > - Following the path finding rewrite, most AI actions have been > reworked and are now more robust and efficient, fixing many > long standing bugs. This was a lot of work (the main reason > for the long release cycle), much of which is not really > obvious, the AI just fails less often. > > For example: In a 0.10.5 test game an AI sent a unit to build > a colony on a small island, but when it arrived the colony > site had already been taken by another nation. Its units just > hung around until eventually captured. With 0.10.6 a new > colony site is chosen as soon as the existing one becomes > unavailable, and if needed a transport unit will be sent to > take the colony founders there. > > - The European AI players now send out missionaries. > > - European AI player cheating has been reduced, some explicit cheats > are now controllable in the game options. > > - Native AI gift and tribute demand probabilities are now game options. > > - Note though, with very few exceptions, the AI is concerned > only with the efficiency of its movements. It makes no > attempt to check if it is moving its units into danger. Not > yet. That is the next major thing to do with the AI. For > now, do not bother reporting bugs where the AI moved a unit > into unnecessary danger. We know. > > Cheers, > Mike Pope > Sounds good. Do we need to update the manual? Regards Michael ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
