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



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