Search found 838 matches
- November 15th, 2005, 3:44 am
- Forum: Developers’ Discussions
- Topic: Updating In-Game Help
- Replies: 9
- Views: 4106
A tip for those who are irritated by not having all units available in help: run the game once in debug mode. All units will be made available in help, and next time round the game will think you have encountered all units.
- November 15th, 2005, 3:26 am
- Forum: Developers’ Discussions
- Topic: Discussion of changes to slow?
- Replies: 58
- Views: 21134
- November 14th, 2005, 2:43 pm
- Forum: Technical Support
- Topic: Internet access blocked....on debian linux
- Replies: 1
- Views: 508
- November 14th, 2005, 9:02 am
- Forum: Technical Support
- Topic: Bug in Level Advancement
- Replies: 7
- Views: 1897
- November 12th, 2005, 8:52 am
- Forum: Developers’ Discussions
- Topic: Discussion of changes to slow?
- Replies: 58
- Views: 21134
My big problem with slow, both as it stands and this proposal, is that its fiddling with opponent attacks is potentially super-powerful but has been balanced by making slowing attacks very wimpy. So it has the net effect of sometimes affecting the skirmish outcome hugely, but often being irrelevant....
- November 11th, 2005, 5:52 pm
- Forum: Technical Support
- Topic: Wesnoth not working with widescreen resolutions?
- Replies: 1
- Views: 699
The game works fine in large resolutions. However, if your window manager pretends that the screen is larger than it actually is, the SDL library that the game relies on can misbehave. For instance, on Mac OS X there is a repeatable crash if you set the resolution to be larger than the actual screen...
- November 11th, 2005, 5:34 pm
- Forum: Technical Support
- Topic: Game Crashes Randomly
- Replies: 22
- Views: 3491
Alas, the information you posted isn't really enough to diagnose the problem. You could try running the game from a command window, as to increase the verbosity of logging.
Code: Select all
wesnoth --log-info=all
- November 11th, 2005, 5:31 pm
- Forum: Technical Support
- Topic: Halos and :refresh
- Replies: 2
- Views: 545
- November 11th, 2005, 5:30 pm
- Forum: Technical Support
- Topic: Runtime error!
- Replies: 5
- Views: 1192
- November 11th, 2005, 5:25 pm
- Forum: Technical Support
- Topic: Problems when downloadin campaigns
- Replies: 1
- Views: 493
- November 11th, 2005, 5:21 pm
- Forum: Technical Support
- Topic: Game Crashing Randomly - Please Help
- Replies: 6
- Views: 1207
- November 11th, 2005, 5:14 pm
- Forum: Technical Support
- Topic: My game the hiest keep crashing when ever i end my turn
- Replies: 23
- Views: 3690
Perhaps there is a bug in the scenario, or the scenario is written in a way that generates too many nested levels of WML. This can often be the case when [random] is used: there is usually a different way to rewrite the WML to avoid this problem. For instance, see the Heir to the Throne scenario Cro...
- November 11th, 2005, 5:07 pm
- Forum: Technical Support
- Topic: reply menu but no action menu in SVN?
- Replies: 9
- Views: 1678
If anyone wants to follow development, I suggest joining the mailing list (see our project page at Gna! for how to subscribe and archives) and especially the IRC channel #wesnoth-dev; archives are available at http://irclog.wesnoth.org/
- November 11th, 2005, 5:02 pm
- Forum: Developers’ Discussions
- Topic: prkill - script to calculate %-to-kill
- Replies: 30
- Views: 16786
Since this is in the game, I have continued this in a more appropriate forum: http://www.wesnoth.org/forum/viewtopic.php?t=8273
- November 2nd, 2005, 3:55 pm
- Forum: Strategies & Tips
- Topic: %-to-kill
- Replies: 1
- Views: 3098
%-to-kill
Many people seem to struggle with the distribution of damage in a skirmish, and the in-game calculations are a bit skimpy (they don't deal with drain, and only give the probability of either unit being killed). For more detailed analysis of the probabilities that either unit kills the other in a giv...