Wesnoth 2.0

General feedback and discussion of the game.

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Exasperation
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Re: Wesnoth 2.0

Post by Exasperation »

Don't forget the addition of a 'name=move over' event.
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Re: Wesnoth 2.0

Post by Dave »

Gambit wrote: I don't know that the 360 cliche would still exist in our pop culture.
Yes, maybe the average person will be better at math by then and it will be "2 pi" instead. We could be ahead of the trend and call it "Wesnoth 2pi" :)

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Re: Wesnoth 2.0

Post by Gambit »

Dave wrote:
Gambit wrote: I don't know that the 360 cliche would still exist in our pop culture.
Yes, maybe the average person will be better at math by then and it will be "2 pi" instead. We could be ahead of the trend and call it "Wesnoth 2pi" :)

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Wesnoth 3pi/2: Maintenance Release
Thursday, September 10 2201

Wesnoth 3pi/2 has been released. This is a bugfix release for the stable 270 degree branch. Unless grave security bugs occur this is likely to be the last 270 degree release. Included in this release are many WML engine updates and some bug fixes. Feel free to celebrate the new release with us in this forum thread.
As we have for several hundred years, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the GoogleOS package is ready. You can find it at the download page. Once the others are done, oh yeah Google drove all the others out of buisness a century ago... Anyway if you find a bug, please report it.
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Exasperation
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Re: Wesnoth 2.0

Post by Exasperation »

Also, at any given time, if the current stable branch is k*pi, the current dev branch will be k*i*pi.
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Re: Wesnoth 2.0

Post by scienceguy8 »

How about we invent DevMath: a system of math based on stalling and delaying until everything is just righty. To that end, I propose DevMath be based on a base 42 number system, all development versions will be imaginary numbers, and fractional version numbers will be measured in radians.
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Re: Wesnoth 2.0

Post by Gambit »

scienceguy8 wrote: a system of math based on stalling and delaying until everything is just righty.
feeling impatient? :P
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Aethaeryn
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Re: Wesnoth 2.0

Post by Aethaeryn »

scienceguy8 wrote:How about we invent DevMath: a system of math based on stalling and delaying until everything is just righty. To that end, I propose DevMath be based on a base 42 number system, all development versions will be imaginary numbers, and fractional version numbers will be measured in radians.
I understand 0-9, then A-Z, but what's after Z?
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PsychoticKittens
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Re: Wesnoth 2.0

Post by PsychoticKittens »

Za; Aa; or A2

Those are some of the most likely that don't use symbols or Latin.
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Re: Wesnoth 2.0

Post by Gambit »

We could base it on html colors.

00,01,02,03,04,05,06,07,08,09,0a,0b,0c,0d,0e,0f,10,11,12,13,14,15,16,17,18,19,1a,1b,1c,1d,1e,1f,20,21,22,23,24,25,26,27,28,29,2a,2b,2c,
2d,2e,2f,30,31,32,33,34,35,36,37,38,39,3a,3b,3c,3d,3e,3f,40,41,42,43,44,45,46,47,48,49,4a,4b,4c,4d,4e,4f,50,51,52,53,54,55,56,57,58,59,
5a,5b,5c,5d,5e,5f,60,61,62,63,64,65,66,67,68,69,6a,6b,6c,6d,6e,6f,70,71,72,73,74,75,76,77,78,79,7a,7b,7c,7d,7e,7f,80,81,82,83,84,85,86,
87,88,89,8a,8b,8c,8d,8e,8f,90,91,92,93,94,95,96,97,98,99,9a,9b,9c,9d,9e,9f,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,aa,ab,ac,ad,ae,af,b1,b2,b3,b4,
b5,b6,b7,b8,b9,ba,bb,bc,bd,be,bf,c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,ca,cb,cc,cd,ce,cf,d0,d1,d2,d3,d4,d5,d6,d7,d8,d9,da,db,dc,dd,de,df,e0,e1,
e2,e3,e4,e5,e6,e7,e8,e9,ea,eb,ec,ed,ee,ef,f0,f1,f2,f3,f4,f5,f6,f7,f8,f9,fa,fb,fc,fd,fe,ff
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Skrim
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Re: Wesnoth 2.0

Post by Skrim »

Or, you could always have the Random Number Generator come up with your version numbering. The thing already controls the game to the most part, so it ought to get more representation...

When you get the same name for 5 different versions of the game, well, too bad. That's luck for you. :P
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Re: Wesnoth 2.0

Post by Dave »

Aethaeryn wrote:
scienceguy8 wrote:How about we invent DevMath: a system of math based on stalling and delaying until everything is just righty. To that end, I propose DevMath be based on a base 42 number system, all development versions will be imaginary numbers, and fractional version numbers will be measured in radians.
I understand 0-9, then A-Z, but what's after Z?
a-z maybe?

It's common to have base64: 0-9, a-z, A-Z, and then a couple of punctuation characters to make it to 64.
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Re: Wesnoth 2.0

Post by Orin »

Games like Fire Emblem get away with full version numbers for not-that-many changes in the actual gameplay. So just make 4 new campaigns and call it Wesnoth 2.0 :P
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ancestral
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Re: Wesnoth 2.0

Post by ancestral »

I'm reminded of this awesome album:

Image

Perhaps we can attain as much awesomeness as they did :)
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Re: Wesnoth 2.0

Post by AI »

Gambit wrote:And a much more powerful version of [insert_tag]
What kind of power do you want added? There's still some time before 1.8
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Re: Wesnoth 2.0

Post by Gambit »

Basically I want it to be more like Javascripts document.write()
So that it's easier to write subtags and all the attributes.
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