Wesnoth 1.13.6

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The_Gnat
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Re: Wesnoth 1.13.6

Post by The_Gnat »

Great! :D (so should i go there and re download wesnoth?)
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Re: Wesnoth 1.13.6

Post by gfgtdf »

you cannot doanload wesnoth from that link in my previous post.

Since the 1.13 mp server is quite empty, i dont the mentioned bug is important enough to so the work of redoanloiang wensoth anyways.


If you want a newer wesnoth version all you can try is doanlding these files http://baldras.wesnoth.org:8080/job/Wes ... an7-32/ws/ , put them in your wesnoth directory and start wesnoth-master.exe. But it might also not work in case there is incompability with the master exe file to the 1.13.6 data files.

EDIT: just tested and it doesnt work becasue of datga files mismatch.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Re: Wesnoth 1.13.6

Post by The_Gnat »

Thank you and that is fine, it is not a major issue.
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Celtic_Minstrel
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Re: Wesnoth 1.13.6

Post by Celtic_Minstrel »

I don't know why you'd even suggest such a thing, gfgtdf. :roll:
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Re: Wesnoth 1.13.6

Post by gfgtdf »

becasue it's sure easier than compiling wesnoth. An unless there are gui2 wml changes in laterst master the change is quite high that it will work.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Paulomat4
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Re: Wesnoth 1.13.6

Post by Paulomat4 »

images that have been placed with the [item] tag are no longer affected by TOD lighting?
Could someone at least confirm that there is a Bug and that it is Not wanted behaviour? I coded a workaround but it doesn't work in any case and adds a Lot of unneeded Events to my Add-On.
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Re: Wesnoth 1.13.6

Post by gfgtdf »

Paulomat4 wrote:
images that have been placed with the [item] tag are no longer affected by TOD lighting?
Could someone at least confirm that there is a Bug and that it is Not wanted behaviour? I coded a workaround but it doesn't work in any case and adds a Lot of unneeded Events to my Add-On.
The only related fix i see is this one gna.org/bugs/?22215 . You know since which version (1.13.6, 1.13.5, 1.13.4 ... ) you get the issue?


EDIT: i testes it myself and i'm sure its a bug. Please file a bugreport at the tracker.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Paulomat4
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Re: Wesnoth 1.13.6

Post by Paulomat4 »

EDIT: i testes it myself and i'm sure its a bug. Please file a bugreport at the tracker.
I tried it but GNA is a mess. I had to create a new account and didn't receive a confirmation mail. I'll check if i get one in a few hours.

GNA.org is so overly complicated to use. :augh: I'm sure that switching to another less complicated bugtracker would be a lot more efficient and would get wesnoth many bugreports much sooner.
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Re: Wesnoth 1.13.6

Post by vultraz »

Switching to a new bug tracker is indeed on my long list of things to do :/
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Re: Wesnoth 1.13.6

Post by gfgtdf »

I looked at the coloring isue again and i think that the bug is somehere between these lines https://github.com/wesnoth/wesnoth/comm ... 74b67L2884
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Bitron
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Re: Wesnoth 1.13.6

Post by Bitron »

Sorry to pop in like this, but i have a question. Not sure if it is the right place for it..
Is there any attempt to implement a ladder system into the game so far?
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Re: Wesnoth 1.13.6

Post by Celtic_Minstrel »

There is no plan whatsoever for implementing a ladder system into the game. This is mainly because none of the devs are interested it implementing one.
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Re: Wesnoth 1.13.6

Post by The_Gnat »

A while back beetlenaut said if i came up with a list of price modifications for the level 3 elves you would consider adding it to the game:
beetlenaut wrote:If you were to make a more-consistent price list for level 3 units, there's a good chance it would be implemented.
Now i have created a list of Level 3 elves that need price modifications however during the creation of this list i noticed some other odd discrepancies in pricing including the Level 2 Elvish Marksman costing more than every other level 2 unit including the Knight, Specter, and White Mage. It is currently 41 gold a huge 15 gold more than the Longbowman and the Orcish Crossbowman. So i have added in it and many other price changes that i have noticed also.

Along with all these price changes i have included similar units that i have compared them to, which is how i determined the new prices. For example the Elvish Champion which currently costs 55. I compared it to the Royal Guard costing 43, the Master Bowman costing 46, the Human Assassin costing 46, the Drake Flameheart costing 51, and the Orcish Warlord costing 48, and have determined that its price should be reduce into the 40's. I suggest down to 48 gold.
The full list of price changes
Elves:

Sharpshooter cost 55 -> 51 (compared to Master Bowman 46, Slurbow 43, Banebow 38, Merman Javelineer 48, Dragonguard 46)
Avenger cost 60 -> 53 (compared to Ancient Wose 48, Nightguant 52, Master Bowman 46)
Marshal cost 55 -> 54 (compared to General 54, Soveriegn 50, Death Knight 45, Flameheart 51)
Champion cost 55 -> 48 (compared to Royal Guard 43, Master Bowman 46, Human Assassin 46, Flameheart 51, Orcish Warlord 48)
High Lord cost 60 -> 56 (compared to all the above units, considering it is a specialist and no one ever can buy it this is not neccessary but might as well be done)

Marskman cost 41 -> 37 (compared to Longbowman 26, Merman Spearman 27, Fire Drake 35)
Ranger cost 41 -> 38 (compared to Longbowman 26, Drake Flare 35, Shadow 38)
Hero cost 32 -> 30 (compared to Pikeman 25, Swordsman 25, Outlaw 28, Merman Warrior 28, Orcish Warrior 26)

Other:

Human Huntsman cost 54 -> 50 (compared to Master Bowman 46, Slurbow 43, Sharpshooter (now 51), Merman Javelineer 48)
Human Ranger cost 60 -> 52 (compared to Master Bowman 46, Dwarvish Explorer 45, Merman Entagler 46)
Fugitive cost 56 -> 53 (compared to Assasin 44, Master Bowman 46, Human Ranger (now 52), Avenger (now 53), Master at Arms 44)

Dwarvish Lord cost 54 -> 50 (compared to Dwarvish Explorer 45, Orcish Warlord 48, Elvish Champion (now 48)

Mage of Light cost 64 -> 60 (compared to Merman Diviner 57, Elvish Shyde 52)

Direwolf Rider cost 41 -> 44 (compared to every other level 3 scout in the game ranging between 43 to 58)

Draug cost 50 -> 47 (compared to Halberdier 44, Royal Guard 43, Orcish Warlord 48, Elvish Champion (now 48))
Banebow cost 38 -> 41 (compared to every other level 3 range unit in the game ranging none costing less than 43)

Troll Warrior 42 -> 44 (compared to Halberdier 44, Ancient Wose 48)

While considering all these price changes i also noticed that the Khalfiate level 3 units were slightly high priced. For example the Mufariq which costs 80. To repeat i will again say the Mufariq COSTS 80. I was shocked and so checked the various other mainline scouts and their pricing. The Grand Knight is the most comparable and it costs only 58, 22 gold less. Most other scouts cost less than 50. After seeing this i noticed that many other khalifates were overpriced also and here is a list of suggested price changes.

NOTE: i have not reduced the price of these khalifates as much as i believe they should be, because i assume there is some reason to have them slightly higher cost than the normal wesnoth units.
Khalifate price changes
- Mufariq cost 80 -> 61 (compared to Grand Knight 58, Nightguant 52, Elvish Outrider 43)
- Mighwar cost 65 -> 56 (compared to Assassin 44, Nightguant 52, Master at Arms 44, Suarian Flanker 46)
- Rasikh cost 58 -> 51 (compared to Halberdier 44, and every other only melee unit in the game)
- Shuja cost 58 -> 52 (compared to Merman Entagler 46, Elvish Shyde 52, Master at Arms 44)
- Batal cost 60 -> 52 (compared to Saurian Flanker 46, Orcish Warlord 48, Drake Flameheart 51, Master Bowman 46)
- Hadaf cost 55 -> 52 (compared to Cavalier 52, Elvish Outrider 43, Merman Javelineer 48)
- Tineen cost 65 -> 50 (compared to Drake Flameheart 51, Inferno Drake 51, Drake Blademaster 46, Master Bowman 46)
One more thing. The level 3 General of the loyalist faction currently has only 50 hitpoints. (compared to the level 3 Royal Guard who has 74, the Orcish Sovereign who has 75, the Drake Flameheart who has 72 and the Elvish Marshal who has 62.) These units all also have leadership and are level 3, and have comparable damage. In fact most have more damage than the General. I understand the General is weaker than the Royal Guard but I would think that at the very least the General would have as many hitpoints as the Elvish Marshal, but in fact it has 12 less.

Note that if the General's hitpoints are changed the Grand Marshal's hitpoints should also be changed. I suggest the General be increased to 64 hitpoints and the Grand Marshal be increased to 78 hitpoints.

Thank you for reading through that very long list i have created. :D
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Re: Wesnoth 1.13.6

Post by Wussel »

Since the price is just punishing the AI in szenarios I would support this. Usually the campaign designer is fixing it by giving gold to AI.

I would raise one more point: I believe there is still a lot of tomato easy campaigns. To fix this I would suggest to allow the player to recruit second level units on easy. Maybe after a few scenarios in general. On top maybe even third level before the end. That way the player should be able to fix the list of not enough recalls and excess gold, while having an enjoyable easy ride.
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Re: Wesnoth 1.13.6

Post by nuorc »

Wussel wrote:I believe there is still a lot of tomato easy campaigns. To fix this I would suggest to allow the player to recruit second level units on easy. Maybe after a few scenarios in general. On top maybe even third level before the end. That way the player should be able to fix the list of not enough recalls and excess gold, while having an enjoyable easy ride.
I don't know what 'tomato easy' means.

Personally I like building my roster (by leveling units), and feel that just throwing high level units at the player seems not very deep strategically.
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