Update of bug #12938 (project wesnoth):
Status: Confirmed = Ready For Test
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Follow-up Comment #8:
The difference comes from that in 1.4 text and background was blitted on
screen each time
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... ;)
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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
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
Update of bug #13105 (project wesnoth):
Severity: 3 - Normal = 4 - Important
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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
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
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
Update of bug #11031 (project wesnoth):
Status:None = Fixed
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http://gna.org/bugs/?11031
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Follow-up Comment #10, bug #12938 (project wesnoth):
Tested with r33361. Looks great here. Thanks.
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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.
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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
Update of bug #8410 (project wesnoth):
Status:None = Invalid
Open/Closed:Open = Closed
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Follow-up Comment #7:
This is a very old
Update of bug #13121 (project wesnoth):
Status:None = Need Info
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Follow-up Comment #1:
Please try to reproduce this with version 1.5.12 or newer. Version 1.4 is
pretty much obsolete.
Update of bug #13105 (project wesnoth):
Status: Confirmed = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #2:
Should be fixed in
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
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,
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
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