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



help!!!!!!!!
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."
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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.
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.
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
Its not working
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.

Sorry.

If you read this sentence, all of it, without missing any single word, you waste about 5 seconds of your time.
To be nice is nice, but to be GOOD is much better.
To be nice is nice, but to be GOOD is much better.
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.
thanks for testing, guys.
I hope this will be fixed soon and it will all work properly again.
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.
I hope this will be fixed soon and it will all work properly again.

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.
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.
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.
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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.
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)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.
2^x-1 mod x
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?
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?
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:
The proposed idea would at least solve that I believe. Below is an example screenshot:
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