Search found 18 matches

by MSchmahl
May 5th, 2007, 12:40 pm
Forum: Technical Support
Topic: Multiplayer Screen Bug/Lock PLEASE ASSIST
Replies: 4
Views: 1077

I can't reproduce this. But I would say the first thing to try is to switch to a low screen-resolution, and see what happens.
by MSchmahl
May 5th, 2007, 12:31 pm
Forum: Strategies & Tips
Topic: Countering heavy infantryment
Replies: 30
Views: 6557

AThousandYoung wrote:I'm simply saying fewer strong hits is better than numerous weak hits.
It's very situational. Oftentimes, more but weaker attacke is what you would prefer. I don't think you can categorically say that 5-4 is worse or better than 10-2.
by MSchmahl
May 2nd, 2007, 1:05 pm
Forum: Ideas
Topic: Expected Outcome in Damage Calculations
Replies: 23
Views: 4388

0hp remaining is qualitatively very different than any other possible result. So any system (UI or other) that ignores this is fundamentally deficient. Just my opinion.
by MSchmahl
April 23rd, 2007, 12:09 pm
Forum: Art Contributions
Topic: Few sketches for portraits
Replies: 140
Views: 35726

Here's the new fencer.... Wow. Very nice. A couple of suggestions, though. The radical foreshortening of the main weapon (our left -- I assume that's the main weapon) makes it look stubby. Perhaps you could re-pose that so we see more of the blade's length, like a low guard, or even a "rest". The c...
by MSchmahl
March 31st, 2007, 10:04 am
Forum: Ideas
Topic: Statistical analysis of the RNG
Replies: 30
Views: 6170

This may be off-topic for this thread, but I've often wondered how the EV in the stats table is calculated. Is it per-combat, or per-strike? For example, suppose I attack a Dark Adept that has 8 hp in water with my Lancer (12-3) at dawn. It honestly doesn't matter whether I manage to kill on the fir...
by MSchmahl
March 29th, 2007, 9:43 am
Forum: Users’ Forum
Topic: What determines a type of counter-attack?
Replies: 10
Views: 2638

What Konrad II said. But, I think the game chooses the defender's weapon based on chance-to-kill first, then by damage. Which is slightly different than what turin said. But in most cases, since unit don't often attack when they might get killed, it amounts to most damage. Specifically, I think the ...
by MSchmahl
March 27th, 2007, 9:54 pm
Forum: Coder’s Corner
Topic: Chesslike.py -- A new AI, stronger than the standard AI
Replies: 59
Views: 21841

Argh! Another bug

I added this line: if dest in wesnoth.get_units().keys(): continue to prevent a crash that might occur if the AI attempts to move to a space where there is a newly-recruited unit. It was supposed to work around a bug with the Python interface (that tile is still reported to the AI as a valid destina...
by MSchmahl
March 27th, 2007, 8:33 pm
Forum: Coder’s Corner
Topic: Chesslike.py -- A new AI, stronger than the standard AI
Replies: 59
Views: 21841

Wow, this looks interesting, in my first try it did lose against the standard AI on Blitz though :P Oh, and towards the end (it only had a single leader remaining I think), I got this: Traceback (most recent call last): File "<string>", line 4, in ? File "/home/elias/stuff/wesnoth-1.2/wesnoth/data/...
by MSchmahl
March 27th, 2007, 4:14 am
Forum: Coder’s Corner
Topic: Chesslike.py -- A new AI, stronger than the standard AI
Replies: 59
Views: 21841

how does this fare when matched up against the current AI? This is buried at the end of the initial comments/essay, so I've cut it out for easy reference: ## Map W-L-D %Win Match result ## Blitz 2-0-0 100 Win ## Caves of the Basilisk 4-2-0 67 Win ## Charge 3-1-0 75 Win ## Cynsaun Battlefield (1gpv)...
by MSchmahl
March 27th, 2007, 3:27 am
Forum: Ideas
Topic: Next unit cycling should avoid bouncing around map
Replies: 48
Views: 9845

I'm not sure if scrolling rather than 'warping' would be good though...might get annoying. It probably be nice should it were optional, otherwise on a map with a very big amount of units it might get pretty tedious. Why not jump if the user has "Accelerated Speed" checked, and scroll otherwise? Tha...
by MSchmahl
March 26th, 2007, 10:57 pm
Forum: Coder’s Corner
Topic: Chesslike.py -- A new AI, stronger than the standard AI
Replies: 59
Views: 21841

Chesslike.py -- A new AI, stronger than the standard AI

This is my attempt at a 'chess-like' AI. All moves are motivated by an underlying evaluation function. The actual eval function doesn't need to be coded, because moves can be scored and ranked based on the incremental change in the evaluation. Unlike a chess-playing program, though, this program doe...
by MSchmahl
March 17th, 2007, 9:11 pm
Forum: Ideas
Topic: A "Interesting" twist for theif line.
Replies: 60
Views: 10145

I like the village-ambush idea. A possible name for it might be "streetwise".
by MSchmahl
March 16th, 2007, 8:32 pm
Forum: Ideas
Topic: Next unit cycling should avoid bouncing around map
Replies: 48
Views: 9845

Why wouldn't this simple algorithm work? 1. Select an arbitrary unit to start the unit list (possibly the leftmost, or uppermost, or the leader). 2. While there are units left to be added to the list: 2.1. Find the unit, that is not in the list, closest to the last unit added. 2.2. Add that unit to ...
by MSchmahl
February 23rd, 2007, 1:55 pm
Forum: Users’ Forum
Topic: Wesnoth trailer banned from Youtube by Viacom
Replies: 51
Views: 12081

Does the DMCA somehow force them to remove non-infringing content without warning upon arbitrary requests? I'm guessing it doesn't, [...] Actually, I think it does. It comes down to, if YouTube (or anyone else) receives a notice, and fails to take down the allegedly infringing content, they are lia...
by MSchmahl
January 23rd, 2007, 2:34 am
Forum: Users’ Forum
Topic: other playable races ?
Replies: 14
Views: 2617

I think that each of the default MP factions should have an associated campaign in mainline. I'm sure I'm not the first to say this.