[Wesnoth-bugs] [bug #19283] assertion failed in :inspect: src/gui/widgets/grid.cpp:542

2012-01-14 Thread Anonymissimus
Follow-up Comment #1, bug #19283 (project wesnoth): "Filling up the inspect dialog" means reaching the bottom of the dialog with the list of variables, so that a scrollbar etc appears. This is hopefully ensured by the 20 variables (otherwise use some more). A related thread: http://forums.wesnoth

[Wesnoth-bugs] [bug #19284] Autocomplete player names in commands

2012-01-14 Thread Simon Forsyth
URL: Summary: Autocomplete player names in commands Project: Battle for Wesnoth Submitted by: alarantalara Submitted on: Sat 14 Jan 2012 01:35:05 PM EST Category: Bug Severity:

[Wesnoth-bugs] [bug #19083] OOS when time is short to attack

2012-01-14 Thread Kol Bur
Follow-up Comment #10, bug #19083 (project wesnoth): I have tested this bug a bit more on 1.9.14 and found that the consequences of it for multiplayer gameplay are potentially worse than in 1.8 because it doesn't crash the game immediately anymore. The reason is that the crash was an obvious sign

[Wesnoth-bugs] [bug #19083] OOS when time is short to attack

2012-01-14 Thread Gabriel Morin
Follow-up Comment #11, bug #19083 (project wesnoth): The issue seems to be that since the attack confirmation window can still be open after the timer runs out, you can order an attack outside your turn. The server receives the attack and sends the callback with the seed back to us, and also send

[Wesnoth-bugs] [bug #19083] OOS when time is short to attack

2012-01-14 Thread Anonymissimus
Follow-up Comment #12, bug #19083 (project wesnoth): Just to confirm, my previous comment doesn't mean this bug would be fixed. What I meant is that the problem the revision I mentioned addresses is similar to this bug. ___ Reply to this i

[Wesnoth-bugs] [bug #19285] 4p-Lagoon Grass Variation (with patch)

2012-01-14 Thread David
URL: Summary: 4p-Lagoon Grass Variation (with patch) Project: Battle for Wesnoth Submitted by: coffee Submitted on: Sat 14 Jan 2012 10:18:55 PM GMT Category: Bug Severity: 2 -

[Wesnoth-bugs] [bug #19283] assertion failed in :inspect: src/gui/widgets/grid.cpp:542

2012-01-14 Thread Anonymissimus
Follow-up Comment #2, bug #19283 (project wesnoth): It seems that the resolution is important so here's what I used: 1152x864 (system) 1152x805 (is what the game prefs show) ___ Reply to this item at: _

[Wesnoth-bugs] [bug #19284] Autocomplete player names in commands

2012-01-14 Thread Ali El Gariani
Update of bug #19284 (project wesnoth): Status:None => Fixed Assigned to:None => alink ___ Reply to this item at:

[Wesnoth-bugs] [bug #18474] LoW: Problems with recruits and recalls

2012-01-14 Thread Fabian Müller
Update of bug #18474 (project wesnoth): Status: In Progress => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #3: The bug is fixed,

[Wesnoth-bugs] [bug #19067] Wrong leader controllable in LoW:03_Kalian_under_Attack

2012-01-14 Thread Fabian Müller
Update of bug #19067 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht g

[Wesnoth-bugs] [bug #19066] Most orcs do not attack in LoW:03_Kalian_under_Attack

2012-01-14 Thread Fabian Müller
Follow-up Comment #2, bug #19066 (project wesnoth): Hi Dan, the orcs in scenario 3 only attack when the battlefield evaluation shows they are in advantage. I think you did very well in defending the Ka'lian before Kalenz arrived and that leads to the orcish behavior which is intended. So I tend

[Wesnoth-bugs] [bug #19066] Most orcs do not attack in LoW:03_Kalian_under_Attack

2012-01-14 Thread Dan Gerhards
Follow-up Comment #3, bug #19066 (project wesnoth): I had 13 mostly-level-1 units against 54 mostly-level-2 units. That seemed like a huge advantage for the AI, which is why I thought it was broken when the AI never attacked. I was finally able to get the enemy to engage by putting lone units ne