Update of bug #16420 (project wesnoth):
Status:Wont Fix = Postponed
___
Follow-up Comment #2:
I think this is a great idea if someone wanted to take it on.
The way I think it should work
Update of patch #1139 (project wesnoth):
Assigned to:dave = boucman
___
Follow-up Comment #1:
Looks Good To Me.
boucman, please commit if you don't have any procedural problems with this
Update of bug #13175 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
___
Follow-up Comment #1:
I have committed a
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
Update of bug #8410 (project wesnoth):
Status:None = Invalid
Open/Closed:Open = Closed
___
Follow-up Comment #7:
This is a very old
Update of bug #13105 (project wesnoth):
Status: Confirmed = Fixed
Open/Closed:Open = Closed
___
Follow-up Comment #2:
Should be fixed in
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
Update of bug #12817 (project wesnoth):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #12817 (project wesnoth):
Status:None = Ready For Test
___
Follow-up Comment #3:
I could not reproduce this problem. I think it only occurs on a sufficiently
slow connection.
Update of bug #12606 (project wesnoth):
Status:None = Fixed
Assigned to:dave = zookeeper
Open/Closed:Open = Closed
Update of bug #12559 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #951 (project wesnoth):
Status:None = Wont Do
___
Follow-up Comment #3:
I don't see any reasonable rationale for this patch.
SDL_Surface already has its own reference
Update of patch #1042 (project wesnoth):
Status:None = Done
___
Follow-up Comment #1:
applied
___
Reply to this item at:
Follow-up Comment #1, patch #1036 (project wesnoth):
Overall looks great to me. Here are some style comments:
+ //A function object class with only the cosntructor public.
-- spelling of 'constructor'.
-- the get_flags() function looks unnecessarily complicated? Why not just do
this:
Update of patch #1036 (project wesnoth):
Status: In Progress = Done
___
Follow-up Comment #4:
Thanks for the patch; I've applied it!
--David
Follow-up Comment #6, patch #1033 (project wesnoth):
Thanks for adding the nice get_tiles_in_radius() function.
I agree with cjhopman's comment though: it'd be faster to iterate through
units. This is also quite doable already using the formula AI:
def close_enemies(ai*, hex, radius)
Update of patch #1034 (project wesnoth):
Status: In Progress = None
Assigned to: boucman = None
___
Follow-up Comment #1:
Looks great
Update of patch #1033 (project wesnoth):
Assigned to:dave = boucman
___
Follow-up Comment #7:
Looks good!
___
Reply to this item
URL:
http://gna.org/bugs/?11402
Summary: Crash in 'create unit' dialog
Project: Battle for Wesnoth
Submitted by: dave
Submitted on: Monday 03/31/2008 at 03:54
Category: Bug
Severity: 5 - Blocker
Follow-up Comment #1, patch #1022 (project wesnoth):
While I commend the effort to clean up the code, and make it more testable,
I'm not sure if this kind of patch is likely to be easily accepted from a
first-time contributor.
This patch touches many lines of code, and the only benefit is some
Update of patch #1014 (project wesnoth):
Status: In Progress = Done
___
Reply to this item at:
http://gna.org/patch/?1014
___
Message sent
Update of patch #1016 (project wesnoth):
Status: In Progress = Done
___
Reply to this item at:
http://gna.org/patch/?1016
___
Message sent
Update of bug #11142 (project wesnoth):
Status:None = Fixed
___
Reply to this item at:
http://gna.org/bugs/?11142
___
Message sent
23 matches
Mail list logo