Search found 514 matches

by pyrophorus
May 6th, 2014, 10:00 am
Forum: Users’ Forum
Topic: Luck in multiplayer
Replies: 50
Views: 9022

Re: Luck in multiplayer

pyrophorus: When I wrote this, it was based on specific source code review of our current random number generator. The state of our generator is a single integer, and it is fully reset when we reseed. In general that means that if we seed it with a fully random seed, the next draw will be fully ran...
by pyrophorus
May 5th, 2014, 10:25 am
Forum: Users’ Forum
Topic: Luck in multiplayer
Replies: 50
Views: 9022

Re: Luck in multiplayer

Hi ! Anyway, I have a question about all mathematical arguments which were given. They all rely on the implicit assumption the RNGs gives something very close to a normal distribution. This is certainly the case on long sequences using the same seed. But what if the RNG si reseeded very often ? IMO...
by pyrophorus
May 5th, 2014, 9:01 am
Forum: Scenario & Campaign Development
Topic: Return to Noelren 0.7.6
Replies: 224
Views: 40905

Re: Return to Noelren 0.7.6

I have seen various cases where the HP of a unit were larger than the max, but now I see a new one, where the XP is larger than the max, for a unit which, judging by the font color, is supposed to go up a level. For the same unit, I noticed strange probabilities for fight outcome, but perhaps they ...
by pyrophorus
April 29th, 2014, 12:04 pm
Forum: Users’ Forum
Topic: Luck in multiplayer
Replies: 50
Views: 9022

Re: Luck in multiplayer

Hi ! Anyway, I have a question about all mathematical arguments which were given. They all rely on the implicit assumption the RNGs gives something very close to a normal distribution. This is certainly the case on long sequences using the same seed. But what if the RNG si reseeded very often ? IMO,...
by pyrophorus
April 26th, 2014, 5:48 am
Forum: Scenario & Campaign Development
Topic: Return to Noelren 0.7.6
Replies: 224
Views: 40905

Re: Return to Noelren 0.7.6

yukipol wrote:No debug, just unusually bored and doing save and load.
Thanks for the info, I shall let him die.
The campaign is not very difficult, even if at times, it seems impossible to fulfill the task. Use the "help & hints" menu if you are stuck and don't find the trick !

Thanks for playing RtN !
by pyrophorus
April 25th, 2014, 7:00 pm
Forum: Scenario & Campaign Development
Topic: Return to Noelren 0.7.6
Replies: 224
Views: 40905

Re: Return to Noelren 0.7.6

Hi ! Actually, the scenario ends only when the hero is killed, not when all the orcs are killed. And I don't really see how you could kill all the orcs with only a few level one units, and quite no gold. Using debug mode maybe ? I've nothing against it, but sorry, RtN will not work very well if you ...
by pyrophorus
April 2nd, 2014, 7:31 pm
Forum: Scenario & Campaign Development
Topic: Return to Noelren 0.7.6
Replies: 224
Views: 40905

Re: Return to Noelren 0.7.6

What can I reply o such a dithyrambic comment ? Maybe I can only thank and say I'm happy to give you such a pleasure with my humble work. I wouldn't imagine it creating this campaign. And no, RtNt will not remain in the present state. Thanks to your comments, I will maintain and improve it. By the w...
by pyrophorus
March 19th, 2014, 2:00 pm
Forum: WML Workshop
Topic: Experience with [harm_unit]
Replies: 7
Views: 691

Re: Experience with [harm_unit]

siddh wrote:Alright I tried doing what Dugi suggested, thanks for the tip btw, but couldn't get it to work.

Code: Select all

[event]
...	[if]
		[variable]
		name=second_unit.variables.hitpoints

# should be name=second_unit.hitpoints
HTH
by pyrophorus
March 7th, 2014, 9:34 am
Forum: WML Workshop
Topic: WML questions: invalid wml
Replies: 170
Views: 17610

Re: WML questions: invalid wml

Hi ! No, I think the error is here: {REPEAT 5 ( {VARIABLE_CONDITIONAL randX rand (18..24)} {VARIABLE_CONDITIONAL randY rand (24..29)} VARIABLE_CONDITIONAL expands to: [variable] name=randX rand=18..24 [/variable] which makes no sense outside of a conditionnal tag ( [if] or [filter_condition]) Friend...
by pyrophorus
March 3rd, 2014, 1:36 pm
Forum: Scenario & Campaign Development
Topic: Campaign Test: third scenario
Replies: 2
Views: 510

Re: Campaign Test: third scenario

Hi ! The problem is AI configuration works on a side not on a particular unit. Trying to use [ai] tag within a [modify_unit] will not work. So, you should work on side 2 AI configuration to achieve your goal (maybe a microAI could help you). BTW, since your side 2 has most probably no keep and don't...
by pyrophorus
February 25th, 2014, 2:41 pm
Forum: Scenario & Campaign Development
Topic: Return to Noelren 0.7.6
Replies: 224
Views: 40905

Re: Return to Noelren 0.7.6

S23 (Battle for Weldyn) Some external advice how to best cope with this situation would be interesting, but not from the author: Pyro with his [ very bad player skills ] never accomplished this mission without cheating, that's certain. What can I say in reply to this tortuous infamy ? I solemnly st...
by pyrophorus
February 20th, 2014, 9:06 am
Forum: Off-Topic
Topic: Are forums a "perfect medium for flamewars"? (Re: Formal cri
Replies: 20
Views: 7427

Re: Are forums a "perfect medium for flamewars"? (Re: Formal

You could have made it shorter: "Except some few trolls, everyone in Wesnoth is fantastic, as Wesnoth itself..."
Freshly promoted people most often have this point of view.

Friendly,
by pyrophorus
February 19th, 2014, 11:23 am
Forum: Off-Topic
Topic: Are forums a "perfect medium for flamewars"? (Re: Formal cri
Replies: 20
Views: 7427

Re: Are forums a "perfect medium for flamewars"? (Re: Formal

However, developers are mostly reasonable people ... if a user wants... developers are mostly reasonable people... so users must... As one can easily see, obligations and rules are only on user side. Does this means users are not mostly reasonable people too ? Does this means devs need no rules and...
by pyrophorus
February 19th, 2014, 5:54 am
Forum: WML Workshop
Topic: FOREACH & [modify_unit]
Replies: 3
Views: 598

Re: FOREACH & [modify_unit]

Uch you are right (thx) but im a bit shocked cause i have many {FOREACH} codes for events in which this clear i have written before {NEXT} not after and all these loops arent stopped... But its not first situation in which i can see how diffrently is read code by game... The error is not clearing v...
by pyrophorus
February 17th, 2014, 4:43 pm
Forum: WML Workshop
Topic: FOREACH & [modify_unit]
Replies: 3
Views: 598

Re: FOREACH & [modify_unit]

Hi hello, is anyone can tell me why [modify_unit] is killing my FOREACH loop ? I was using many times it and i dont know why [modify_unit] which is inside this loop is killing this loop action. [event] id=stealing_enemies ... {FOREACH stealed_enemies a} ... {NEXT a} # should be here !!! {CLEAR_VARI...