[Wesnoth-bugs] [bug #12938] In-game MP chat is ugly in 1.5.x

2009-03-05 Thread Ali El Gariani
Update of bug #12938 (project wesnoth): Status: Confirmed = Ready For Test ___ Follow-up Comment #8: The difference comes from that in 1.4 text and background was blitted on screen each time

[Wesnoth-bugs] [bug #13112] reproducible crash - savegame attached

2009-03-05 Thread Johan Lans
Follow-up Comment #3, bug #13112 (project wesnoth): Ok, I'll switch to a newer version. Thanks for the good work on the game, I'm totally addicted... ;) ___ Reply to this item at: http://gna.org/bugs/?13112

[Wesnoth-bugs] [bug #13118] Risk of OOS with hidden units

2009-03-05 Thread Ali El Gariani
URL: http://gna.org/bugs/?13118 Summary: Risk of OOS with hidden units Project: Battle for Wesnoth Submitted by: alink Submitted on: Thursday 03/05/2009 at 19:49 Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #13119] The ai should only recruit level one units for scouting

2009-03-05 Thread Fabian Müller
URL: http://gna.org/bugs/?13119 Summary: The ai should only recruit level one units for scouting Project: Battle for Wesnoth Submitted by: fendrin Submitted on: Donnerstag 05.03.2009 um 19:00 Category: Bug

[Wesnoth-bugs] [bug #13105] AI is blocked by a certain game configuration.

2009-03-05 Thread Eric S. Raymond
Update of bug #13105 (project wesnoth): Severity: 3 - Normal = 4 - Important ___ Reply to this item at: http://gna.org/bugs/?13105 ___ Message sent

[Wesnoth-bugs] [bug #13118] Risk of OOS with hidden units

2009-03-05 Thread Ali El Gariani
Follow-up Comment #1, bug #13118 (project wesnoth): I totally agree with the idea of using the save action::move_unit function, it's a wise change. I was probably not clear in my report, but if I suggested to revert it, it's because it makes these pathfinding differences much more important (it

[Wesnoth-bugs] [bug #13118] Risk of OOS with hidden units

2009-03-05 Thread Ali El Gariani
Follow-up Comment #2, bug #13118 (project wesnoth): Mmmh the last comment was meant to be reply to YogiHH's mail about this bug (I was tricked by gmail, and thought that this bug had a new comment) Anyways, I also fix a typo, first sentence is sane action::move_unit function

[Wesnoth-bugs] [bug #13121] Keyboard stops working in Linux

2009-03-05 Thread Alos F
URL: http://gna.org/bugs/?13121 Summary: Keyboard stops working in Linux Project: Battle for Wesnoth Submitted by: alos Submitted on: Thursday 03/05/2009 at 20:56 Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #11031] Movement display of a selected enemy unit is not restored after using keys for multi-turn movement range

2009-03-05 Thread Chris Hopman
Update of bug #11031 (project wesnoth): Status:None = Fixed ___ Reply to this item at: http://gna.org/bugs/?11031 ___ Message sent

[Wesnoth-bugs] [bug #12938] In-game MP chat is ugly in 1.5.x

2009-03-05 Thread Chris Mann
Follow-up Comment #10, bug #12938 (project wesnoth): Tested with r33361. Looks great here. Thanks. ___ Reply to this item at: http://gna.org/bugs/?12938 ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #13120] AI is not scouting

2009-03-05 Thread David White
Follow-up Comment #1, bug #13120 (project wesnoth): Can you please give more details? e.g. a save file which has the AI configured in a way that you think it should recruit scouts. ___ Reply to this item at: http://gna.org/bugs/?13120

[Wesnoth-bugs] [bug #13118] Risk of OOS with hidden units

2009-03-05 Thread Ali El Gariani
Follow-up Comment #3, bug #13118 (project wesnoth): Ok since I really thought that the send path change was simple (and didn't parsed your last separate the pathfinding stuff from actions.cpp::move_unit), I quickly tried to see if it was easy to implement without touching too much things. I

[Wesnoth-bugs] [bug #8410] AI makes big mistakes in custom maps!

2009-03-05 Thread David White
Update of bug #8410 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #7: This is a very old

[Wesnoth-bugs] [bug #13121] Keyboard stops working in Linux

2009-03-05 Thread Soliton
Update of bug #13121 (project wesnoth): Status:None = Need Info ___ Follow-up Comment #1: Please try to reproduce this with version 1.5.12 or newer. Version 1.4 is pretty much obsolete.

[Wesnoth-bugs] [bug #13105] AI is blocked by a certain game configuration.

2009-03-05 Thread David White
Update of bug #13105 (project wesnoth): Status: Confirmed = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #2: Should be fixed in

[Wesnoth-bugs] [bug #13119] The ai should only recruit level one units for scouting

2009-03-05 Thread Lari Nieminen
Follow-up Comment #2, bug #13119 (project wesnoth): In most cases it just makes sense to recruit lower level scouts for village grabbing and higher level scouts mostly for combat. The AI already picks initial village grabbing scouts separately from scouts picked as regular recruits, so it'd make

[Wesnoth-bugs] [bug #13120] AI is not scouting

2009-03-05 Thread Lari Nieminen
Follow-up Comment #2, bug #13120 (project wesnoth): Maybe I should elaborate on the problem a bit more: The main problem is that the side 4 AI in that scenario is ridiculously cautious and doesn't advance much beyond its castle and definitely doesn't seriously go for any villages either,

[Wesnoth-bugs] [bug #13120] AI is not scouting

2009-03-05 Thread David White
Follow-up Comment #3, bug #13120 (project wesnoth): I think that the situation in this scenario is quite complicated for the purple AI. I'm not sure what I'd *want* it to do. There are plenty of villages to the south, but they are all in dense forest. It would take *forever* for orcs on foot to