URL:
http://gna.org/bugs/?17055
Summary: Data mismatch when several lua AIs are calling
wesnoth.get_units()
Project: Battle for Wesnoth
Submitted by: faabumc
Submitted on: Tuesday 11/09/2010 at 23:28
Category: Bug
Follow-up Comment #1, bug #17055 (project wesnoth):
IRC #wesnoth-dev log of today:
(10:48:41 PM) Crab_: FAAB: the problem is that label_select is defined by
each ai, for each side
(10:48:56 PM) Crab_: FAAB: so, only the 3rd declaration (where ai.side =3 )
remains
(10:49:17 PM) Crab_: FAAB: and,
Follow-up Comment #2, bug #15976 (project wesnoth):
Maybe it's not quick enough for you but can toggle map animations in
preferences: advanced: animate map.
When the FR was written there was no map animation in the editor *at all*, so
i considered the intent of the FR fulfilled.
If somebody
URL:
http://gna.org/bugs/?17057
Summary: The ability to name one's own units as their being
recruited.
Project: Battle for Wesnoth
Submitted by: lancer2013
Submitted on: Tuesday 11/09/2010 at 19:35
Category: Feature
URL:
http://gna.org/bugs/?17058
Summary: Gold per Village setting ignored
Project: Battle for Wesnoth
Submitted by: None
Submitted on: Tuesday 11/09/2010 at 20:55 CET
Category: Bug
Severity: 3 - Normal
URL:
http://gna.org/bugs/?17059
Summary: Damage Calculation Changes
Project: Battle for Wesnoth
Submitted by: lancer2013
Submitted on: Tuesday 11/09/2010 at 19:57
Category: Feature Request
Severity: 1 -
URL:
http://gna.org/bugs/?17060
Summary: setting a waypoint while planning will crash the
game
Project: Battle for Wesnoth
Submitted by: None
Submitted on: Dienstag 09.11.2010 um 21:16 CET
Category: Bug
Update of bug #17059 (project wesnoth):
Status:None = Wont Fix
Open/Closed:Open = Closed
___
Follow-up Comment #1:
No.
If this seems
Update of bug #17058 (project wesnoth):
Status:None = Invalid
Open/Closed:Open = Closed
___
Follow-up Comment #1:
Please read the