Search found 1040 matches

by Yogibear
April 8th, 2010, 7:21 am
Forum: Coder’s Corner
Topic: VS2008 compiling woes
Replies: 7
Views: 2255

Re: VS2008 compiling woes

That sounds like the location of some object files is not properly given in the project file. I had that problem myself (i don't use the official project file). There are not many windows developers and it might be that the svn project file is outdated. What i do in those situations is search for th...
by Yogibear
April 6th, 2010, 2:09 pm
Forum: Users’ Forum
Topic: Bad luck? Read this
Replies: 94
Views: 19093

Re: Bad luck? Read this

Don't worry, i get your idea. If you check my posts on this topic you will find that to a certain extend i share your opinion.

What i wanted to point out was just that realism is commonly used as a bonus but not as a central point of argument.
by Yogibear
April 6th, 2010, 1:46 pm
Forum: Users’ Forum
Topic: Bad luck? Read this
Replies: 94
Views: 19093

Re: Bad luck? Read this

in rl war if you plan an attack and your terrain protects you better you smash your enemy there is no luck factor that prevents it if everything is visible to you as the attacker... else you would not attack. in wesnoth on the other hand it can happen that the attacker doesn´t even hit once. no lea...
by Yogibear
April 2nd, 2010, 6:25 pm
Forum: Users’ Forum
Topic: Forking of Wesnoth...
Replies: 46
Views: 11128

Re: Forking of Wesnoth...

fabi wrote:If I understand YogiHH right he wants to support a wesnoth fork called "Experimental" that is a separate source tree.
And of course would that Experimental fork have binary distributions.
Yep, pretty much that.
by Yogibear
April 1st, 2010, 7:14 pm
Forum: Users’ Forum
Topic: [April Fool's] Wesnoth Random Number Generator Changes
Replies: 55
Views: 13610

Re: Wesnoth Random Number Generator Changes

boru wrote:When I recruit mages, I've noticed that the sidebar stats no longer report they have 70% chance to hit. It now says "70% or thereabouts." :shock:
ROFL
by Yogibear
April 1st, 2010, 12:44 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.8.0
Replies: 57
Views: 23553

Re: Wesnoth 1.8.0

Reading the "full changelog", no mention is made of rev 41637, fixing Gryphon Mountain issue - yet the svn repository definitely shows 1.8.0 has it in there. Unfortunately, there is a number of devs who ignore the change... *cough* excuse me... *cough, cough* changelog. This time it wasn'...
by Yogibear
April 1st, 2010, 7:22 am
Forum: Users’ Forum
Topic: [April Fool's] Wesnoth Random Number Generator Changes
Replies: 55
Views: 13610

Re: Wesnoth Random Number Generator Changes

As such, I've decided that something has to be done about this. In order to thwart any AI attempt at subverting the RNG, we are going to insert code into Wesnoth that will call mprotect() on the memory regions where the RNG seed and other data is stored while AI algorithms are run. The memory will ...
by Yogibear
March 31st, 2010, 2:17 pm
Forum: Users’ Forum
Topic: Forking of Wesnoth...
Replies: 46
Views: 11128

Re: Forking of Wesnoth...

To the threads initiator: Why not just try to overtake Wesnoth. I mean that seriously. Find more people in the community that support your goals. Each of them must submit at least two middle sized patches that make it into mainline. Look at the wiki or in the feature requests what patches are wante...
by Yogibear
March 31st, 2010, 8:11 am
Forum: Users’ Forum
Topic: Forking of Wesnoth...
Replies: 46
Views: 11128

Re: Forking of Wesnoth...

I am very interested in supporting this on the development side. While i think that a fork is a good idea and that it makes absolute sense to fully separate the source repository and the development tracking (bugs / features), i would appreciate it if we could have a subforum here (call it "Wes...
by Yogibear
March 27th, 2010, 7:40 pm
Forum: Multiplayer Development
Topic: 3P Campaign: The Haunted Woods v1.7.0 [Complete]
Replies: 104
Views: 34111

Re: (1.6, 1.8) 3P Campaign: The Haunted Woods v1.6.2 [Complete]

Just for the record: Don't create saves during linger mode (that is when you finished a scenario and the "End turn" button changes to "End scenario", there is still a bug for those. It will be fixed with the next release, which is hopefully coming soon.
by Yogibear
March 26th, 2010, 11:16 am
Forum: Ideas
Topic: [UMC] Allow recalling dead L3 units
Replies: 50
Views: 8912

Re: Allow recalling dead L3 units [split from Such a shame]

Velensk wrote:It gives you an additional ability while taking nothing away.
From what i understood this is not true, it takes away your gold.
by Yogibear
March 24th, 2010, 6:39 am
Forum: Users’ Forum
Topic: Such a shame
Replies: 88
Views: 14976

Re: Such a shame

Now, each campaing is made by different people who might have different perceptions of how each difficulty should be, but my point was that even the easiest mainline campaings, in the easy difficulty, are more challenging than their equivalents in similar commercial games. Fair enough. My point was...
by Yogibear
March 23rd, 2010, 12:27 pm
Forum: Ideas
Topic: [UMC] Allow recalling dead L3 units
Replies: 50
Views: 8912

Re: Such a shame

Although this is true, the people that keep complaining about loosing their high level units are generally bad players that can't win the campaigns, so making it even harder for their playing style will just cause many complains about how hard Wesnoth is. *Yogi points to the idea of dynamic difficu...
by Yogibear
March 22nd, 2010, 8:57 pm
Forum: Ideas
Topic: [UMC] Allow recalling dead L3 units
Replies: 50
Views: 8912

Re: Such a shame

Realism is a good thing and we try to accomplish it whereever it makes sense. But gameplay always trumps realism.
by Yogibear
March 21st, 2010, 11:15 pm
Forum: Users’ Forum
Topic: Such a shame
Replies: 88
Views: 14976

Re: Such a shame

And in skirmish matches and the competitive nature of Wesnoth I never said the game had problems. It's just easy to tell every Wesnoth newbie to LTP but when a mistake leads to like 6-7 hours lost of game-play and forces the player to completely restart then I'm sorry but that is excessively punish...