Possible bug in wesnoth 1.1 fencer movement

Having trouble with the game? Report issues and get help here. Read this first!

Moderator: Forum Moderators

Forum rules
Before reporting issues in this section, you must read the following topic:
Post Reply
Aloo
Posts: 18
Joined: July 21st, 2005, 10:49 am
Location: Poland

Possible bug in wesnoth 1.1 fencer movement

Post by Aloo »

Wesnoth 1,1.
Ive played versus AI on MP on Smallolof.
Playing as the elves Ive placed a Wose on a forrest hex to block passage. When the AI turn came he moved a fencer across my wose (same hex) to a village before the wose sprung the ambush.

Now unless I dont understand something I dont think it should work like this.

Not sure if this was reported already. If You want to see what I mean watch orange move hi fencer on turn 6 arcoss hex 3,7 where my wose is and into 3,6 (a village).

Please note this is not a zip file. Just remove the extension.
Attachments
6p_-_Smallolof_replayTurn6.zip
Fencer avoiding ambush
(108.96 KiB) Downloaded 155 times
User avatar
Ranger M
Art Contributor
Posts: 1965
Joined: December 8th, 2005, 9:13 pm
Location: England

Post by Ranger M »

This could be because it is a skirmisher, I'm no expert, but I think that ambush activates when you enter the zone of controll, but skirmishers aren't affected by zone of control...
Aloo
Posts: 18
Joined: July 21st, 2005, 10:49 am
Location: Poland

Possible bug in wesnoth 1.1 fencer movement

Post by Aloo »

That is correct but I dont think he should cross a hex occupied by an enemy unit right? Ignoting ZoC is one thing. walking over an enemy unit is another. If You surround a fencer with 6 units he cant move over them - right?

please watch the replay to see what I mean.
Soliton
Site Administrator
Posts: 1686
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Post by Soliton »

Hi,

report bugs at http://bugs.wesnoth.org and be sure to check first if it's not reported already.

See https://gna.org/bugs/?func=detailitem&item_id=4191 for this bug, maybe it helps if you attach your new savegame to that report.
"If gameplay requires it, they can be made to live on Venus." -- scott
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Post by zookeeper »

I watched the replay (also noticed that the replay controls in 1.1 do not work), and the fencer really went straight through the hidden wose. I tested this myself, and while I couldn't replicate it without an AI player, I found that fencers, when ambushed by a wose, lost their remaining movement points. At least previously skirmishers didn't lose their movement points when ambushed like non-skirmisher units, so this would be another bug.
User avatar
JW
Posts: 5046
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

I had a saurian skirmisher lose all movement points when approaching a hidden Wose as well earlier this morning.
Soliton
Site Administrator
Posts: 1686
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Post by Soliton »

Hi,

if you check out the bug report you can see that the bug was kindly fixed by rusty.

The behaviour of skirmish vs ambush is intended that way.
"If gameplay requires it, they can be made to live on Venus." -- scott
Post Reply