Defense of the Marshal (MP Scenario) [Version: 1.2.2]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Swordy
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Post by Swordy »

Jew unit wrote:played with fix yesterday and once we were stone we didnt become unstoned... a turn after we died but we could move stoned just coulndt attack
i've seen this problem... when you're stoned and then unstoned, you can move and attack, but for other guys, they still see you as stoned and they cannot attack you.

:( :( :(


help!!!!!!!!
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Sapient
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Post by Sapient »

strange... another side turn event bug, Yogi?
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Yogibear
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Post by Yogibear »

I am having difficulties to reproduce all this and i would really like to see this happen. I will be on the server tonight at about 20:00 GMT + 1. Let's see if things get clearer then.
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Yogibear
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Post by Yogibear »

unstone fixed, here you go

http://prdownloads.sourceforge.net/wesn ... p?download

Edit:
This time it's not sufficient if only the host has the fix, every player needs it.
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Ropert
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Its not working

Post by Ropert »

I tried it in a hotseat game on my computer and it didnt work. The heros that became stoned stay that way, and they wasn't able to move at all. They act as a regular stoned unit, not like thay act before the fix.

Sorry.
:(
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Jew unit
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Post by Jew unit »

Alch Ayane and i just played a short game to test if unstoning worked and it did

edit: sadly when we played a longer game the first unit got unstoned but the second did not
2^x-1 mod x
alchemist
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Post by alchemist »

It's worth noting that in that game it was the *host* who would not unstone. We have not yet seen a game where non-host players are so afllicted, so that is something to test for. I will try a few hotseat games and see if that yields anything. Unlike the poster above, though, in my case my leader would not move or unstone at all. We *all* saw him as stoned, and that way he remained, despite playing through several more turns.
Swordy
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Post by Swordy »

thanks for testing, guys.
I hope this will be fixed soon and it will all work properly again. :roll:

edit:
I tested DotM with 1 local player on the same team and others AI, and I didn't get unstoned on my turn, after I die. And I have none of Yogi's fixes (I'm on Mac). So this problem exists before Yogi fixed anything.
alchemist
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Post by alchemist »

I am pleased to report that in 1.1.8 DoTM is working great. We are on turn 16, and none of the previous bugs have yet manifested (creeps not appearing, OOS, leaders not unstoning, all fixed).
alchemist
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Post by alchemist »

The good: it is possible to complete DoTM again. I played almost 50 turns earlier this afternoon without a hitch.

The bad: Jewunit and I did still find a case where the unstoning bug crops up. It seems that if you change player control too often, instead of getting OOS that player will just stop unstoning. Seems to happen a few turns after you assign control of a side to another player *for the second time*. If that doesn't make sense I mean that it is OK to re-assign control once... but if you do it again on that same player side then you can be a victim of unstoning.

With a work-around of save/reload for player control changes after the first, I think it is still playable so far.
BloodIssyl
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Post by BloodIssyl »

GAAH!

I'm still having problems on multiplayer when i play. The same bug happens, the other players cant see the creeps, and the games go out of sync and we get error messages up the wazoo. We eventually have to end when the other players have a different game then me.I didnt get a chance to test the "unstoning" though.
Jew unit
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Post by Jew unit »

BloodIssyl wrote:GAAH!

I'm still having problems on multiplayer when i play. The same bug happens, the other players cant see the creeps, and the games go out of sync and we get error messages up the wazoo. We eventually have to end when the other players have a different game then me.I didnt get a chance to test the "unstoning" though.
on what version? cause ive played 4 or 5 games today and no OOS or anything but the if you control more then one unit it doesnt unfreeze (118)
2^x-1 mod x
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JW
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Post by JW »

A way around the stone glitch without adding problem of displacing respawners:

use old method of storing dead units in designated cavewall. When a unit dies make his spawn hex a cavewall terrain. Upon dead units turn, make the cavewall hex a submerged castle again and place the unit on it.

No occupying his hex while dead, no stone glitch, its all good, right?
Yogibear
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Post by Yogibear »

Theoretically, yes. But the effect of wrong unstoning seems to be related to missing side turn events. And if that is the case you will always have a problem.
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JW
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Post by JW »

Well, we've had problems with killing a unit with a Slow attack. The unit's movement is reduced to 1/2 hexes after unstoning (and different amounts in different directions!!) when a unit has MP that should result in more.

The proposed idea would at least solve that I believe. Below is an example screenshot:
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