DiD S2

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josteph
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Joined: August 19th, 2017, 6:58 pm

DiD S2

Post by josteph »

In DiD S2, an enemy unit was adjacent to a village. I ordered a unit of mine to move into the village and attack. The unit moved into the village, which spawned some lvl0 Goblins, and attacked. I expected the game to pause once the Goblins spawned to let me choose how to continue: which enemy unit to attack (the original target, the newly spawned Goblins, or neither in order to conserve HP).

This happened during normal play, I can reproduce it in debug mode:

1. ./wesnoth --campaign=Descent_into_Darkness --campaign-scenario=02_Peaceful_Valley --campaign-difficulty=1 --debug
2. Create an enemy unit at (15,10) (adjacent to the village)
3. Order Darken Volk to move into the village and attack the unit
4. Darken Volk moves into the village, goblins spawn, but no opportunity to change the orders is given, the originally commanded attack proceeds

1.14 from git, Linux
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DiD-Peaceful Valley Turn 1.gz
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octalot
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Joined: July 17th, 2010, 7:40 pm
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Re: DiD S2

Post by octalot »

Sounds like a good idea, I've implemented it and opened Pull Request #3227.

BTW, all the mainline scenarios have dedicated threads in the Mainline Campaign Feedback forum, so this will probably be moved to viewtopic.php?f=54&t=20331 soon.
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josteph
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Joined: August 19th, 2017, 6:58 pm

Re: DiD S2

Post by josteph »

Thanks!
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Pentarctagon
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Re: DiD S2

Post by Pentarctagon »

octalot wrote: June 8th, 2018, 9:06 pm BTW, all the mainline scenarios have dedicated threads in the Mainline Campaign Feedback forum, so this will probably be moved to viewtopic.php?f=54&t=20331 soon.
Those threads have a specific format of questions and answers, so just straight bug reports are fine here(or on github, of course).
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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