Search found 14 matches
- December 16th, 2007, 2:19 am
- Forum: Ideas
- Topic: Walls with HP
- Replies: 49
- Views: 5993
- December 16th, 2007, 2:16 am
- Forum: Technical Support
- Topic: YaST Replaces Wesnoth 1.3.11 with 1.1.12
- Replies: 3
- Views: 1063
Looking at the repository, OpenSUSE_10.3 has Wesnoth 1.3.11
http://download.opensuse.org/repositori ... SUSE_10.3/
http://download.opensuse.org/repositori ... SUSE_10.3/
- December 8th, 2007, 2:48 am
- Forum: Technical Support
- Topic: 1.3.12 Campaign scenario Starts do not retain information
- Replies: 6
- Views: 1412
- December 2nd, 2007, 6:52 pm
- Forum: Technical Support
- Topic: Loag Game Problems (1.3.12+svn)
- Replies: 1
- Views: 776
Loag Game Problems (1.3.12+svn)
Hi, I'm using 1.3.12+svn r22097 on Kubuntu 7.10 If I load a save made by wesnoth at the start of the scenario (before the first Auto-Save), then the following problems occur: 1. Recall list is empty 2. Recruit list is smaller, and in some cases empty 3. Some of the units that should've appeared next...
- November 18th, 2007, 12:11 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Help finding wmllint
- Replies: 3
- Views: 1731
- November 17th, 2007, 11:05 pm
- Forum: Technical Support
- Topic: Looking to solve the recall list duplication bug
- Replies: 31
- Views: 4931
- November 12th, 2007, 7:56 pm
- Forum: Technical Support
- Topic: [Solved] 1.3.10 compile problem
- Replies: 7
- Views: 2384
- November 12th, 2007, 5:43 pm
- Forum: Technical Support
- Topic: [Solved] 1.3.10 compile problem
- Replies: 7
- Views: 2384
- September 30th, 2007, 2:55 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Compiling on Windows: Linker Help
- Replies: 2
- Views: 1659
- May 2nd, 2007, 5:10 pm
- Forum: Coder’s Corner
- Topic: Chesslike.py -- A new AI, stronger than the standard AI
- Replies: 59
- Views: 23424
Thanks for the great AI. I've just finished making slight modifications for this AI, mostly making several constants be defined at the start, rather than hard-coded. This adds a lot of flexibility, and makes it easy to adjust this AI. All the constants are described in the file. I've also added a po...
- April 30th, 2007, 12:35 am
- Forum: Ideas
- Topic: Expected Outcome in Damage Calculations
- Replies: 23
- Views: 4978
this would be pretty easy to impliment, wouldn't it? Yes, it is easy to implement, and I've already done an implementation of it. Just sum up the EV of individual outcomes, which are already calculated and displayed anyway. Personally, I often try to do this in my head, and sometimes it is quite ea...
- April 29th, 2007, 6:03 pm
- Forum: Ideas
- Topic: Expected Outcome in Damage Calculations
- Replies: 23
- Views: 4978
There are 3 situations that I had in mind when proposing this: 1. Two different attacks of a unit deal similar damages, it would be nice to know which one is expected to deal more. 2. Also, if the enemy retaliates with different attacks, which one are you likely to have more HP left after? 3. When a...
- April 29th, 2007, 5:41 pm
- Forum: Ideas
- Topic: Expected Outcome in Damage Calculations
- Replies: 23
- Views: 4978
Expected Outcome in Damage Calculations
I personally would find it very useful if in the damage calculations window the was an "expected outcome" line. I have already created a patch for this, but I wanted to know if there was any support on the forums for such a feature. Here are a couple of screenshots I took from the version ...
- April 29th, 2007, 2:44 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Compiling Wesnoth on Windows - New (simple) guide
- Replies: 16
- Views: 7571
Translation issues
Thanks for the project file and instructions, they really helped, the only thing I had to change was adding a -lstdc++ flag for the linker. However, I'm running into a problem that I can't get the translations to work. I have "compiled" all the .po files and arranged them in the same way a...