Search found 747 matches

by josteph
November 7th, 2019, 12:31 pm
Forum: Developers’ Discussions
Topic: Wesnoth Inc Board Members -- Election 2019
Replies: 4
Views: 729

Re: Wesnoth Inc Board Members -- Election 2019

Loser pays the flight :)

Seriously, though, I suppose if two people tie for third place we can just appoint both of them to the board. The current board has 4 members so there shouldn't be a problem.
by josteph
November 4th, 2019, 5:18 am
Forum: Developers’ Discussions
Topic: Wesnoth Inc Board Members -- Election 2019
Replies: 4
Views: 729

Re: Wesnoth Inc Board Members -- Election 2019

Dave wrote:
November 3rd, 2019, 9:51 pm
You may vote for any number of candidates, but note that only three candidates will be chosen, so voting for all candidates is equivalent to voting for no candidates.
How will ties be broken, in case there's a tie for third place?
by josteph
October 26th, 2019, 5:29 am
Forum: Coder’s Corner
Topic: External AI control
Replies: 3
Views: 232

Re: External AI control

Something like this could be the core of a "Wesnoth in ncurses" implementation, too. Instead of the external program being a machine learning app, it would be a console app that lets an actual human player perform the next move.
by josteph
October 25th, 2019, 5:18 am
Forum: Developers’ Discussions
Topic: Wesnoth Inc Board Members -- Request for Nominations
Replies: 11
Views: 1520

Re: Wesnoth Inc Board Members -- Request for Nominations

I‘d like to nominate josteph and I accept Pentarctagon‘s nomination. Thanks for the nomination, Soliton. I don't know if I'd make a good board member. Overseeing project roles and funds is not similar to playing or developing Wesnoth. It's a different skillset and I don't know if I'd be any good at...
by josteph
October 24th, 2019, 5:38 am
Forum: Scenario & Campaign Development
Topic: Tactics Puzzles (for 1.12/1.14)
Replies: 49
Views: 9961

Re: Tactics Puzzles (for 1.12/1.14)

octalot/josteph: Nice idea! I have a vague idea of how to make that into a puzzle. I think a puzzle involving the enemy's upkeep would be complicated by the player not knowing the enemy's recruit list, we can't know that they don't have some nonstandard 1 gold unit or something. Instead we could ha...
by josteph
October 24th, 2019, 5:08 am
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 12
Views: 451

Re: [move_unit] exactly one hex back

Hmm yes iirc you changed it to be set before every attack, still it's not set before predictions, this probably also effects the lua wesnoth.simulate_combat function by the way leading to possible oos (although that function is _mostly_ used in the air code where it if course won't cause oos( "air ...
by josteph
October 24th, 2019, 5:06 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 3416

Re: Dunefolk Rework - Unit Descriptions

And of course I would have to create my own descriptions in Russian, that would fit both sprites and names. If you're going to create your own descriptions, I'd really suggest proposing them for mainline. I don't think anyone would probably stop you, but a translation isn't supposed to be "I'll wri...
by josteph
October 24th, 2019, 4:57 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.2
Replies: 2
Views: 1273

Re: Wesnoth 1.15.2

shadowm wrote:
October 23rd, 2019, 11:17 am
  • Passing relative paths to --user-data-dir is deprecated (part of PR #4449). However, on Windows relative paths that start with .\ are not deprecated.
This warning would be erroneously emitted Linux when compiling with -DPREFERENCES_DIR. This has been fixed for 1.15.3.
by josteph
October 24th, 2019, 4:55 am
Forum: Ideas
Topic: News feature
Replies: 5
Views: 335

Re: News feature

3Lorde, thanks for your interest in the translation. Please report the mistakes to the relevant translation team, in this case, to trewe.
by josteph
October 24th, 2019, 4:53 am
Forum: Developers’ Discussions
Topic: Packaging changes for 1.14.10 and 1.15.3
Replies: 2
Views: 173

Re: Packaging changes for 1.14.10 and 1.15.3

Suggest to add Other as a valid value.
by josteph
October 21st, 2019, 11:26 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.1
Replies: 23
Views: 4432

Re: Wesnoth 1.15.1

At the very least, the Ideas forum would be a better place to propose adding something new to the game. I just would like to see something new in this release, as I said before and I agree with Pentarctagon that the forum is the best place for it. I just think that last time just to implement the S...
by josteph
October 21st, 2019, 11:23 pm
Forum: Scenario & Campaign Development
Topic: Estorc and the spectral force
Replies: 3
Views: 1846

Re: Estorc and the spectral force

Muranoir wrote:
October 21st, 2019, 9:51 am
Estorc made a translation, he published it on his Discord server. You can reach him through the link below.
https://discord.gg/UqfvJE

And excuse me for my english :)
Your English is good but the discord link has expired.

Estorc is on the forums, you can PM him and point him to this thread.
by josteph
October 21st, 2019, 11:20 pm
Forum: Multiplayer Development
Topic: Auction X gold balance
Replies: 12
Views: 384

Re: Auction X gold balance

I think I might not be explaining myself clearly. Yes, with the current gold settings (75/75/75/75/325), optimal play for center is to overrun two or three sides. That's why I'm suggesting to reduce center's gold, to 75 or a little bit more, so that strategy would no longer be possible.
by josteph
October 21st, 2019, 11:16 pm
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 12
Views: 451

Re: [move_unit] exactly one hex back

Pretty sure it's still unsynced, and we should really not have synced and unsynced attributes in the same namespace, it should be something like unit.unsynced_facing, unit.unsynced_controller etc.
by josteph
October 21st, 2019, 5:05 am
Forum: Multiplayer Development
Topic: Auction X gold balance
Replies: 12
Views: 384

Re: Auction X gold balance

What I was aiming for is for center to have to start by having an even fight against one of the corner players, while still having a bit of extra GP to protect their rear from advance scouts from the other corners. I hoped it would basically become a 4-player map. Alternatively, the map description ...