[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-28 Thread Ignacio R. Morelle
Update of bug #23636 (project wesnoth): Assigned to:None => gfgtdf Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-07 Thread Daniel
Update of bug #23636 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-07 Thread Rodrigo López Caruana
Follow-up Comment #9, bug #23636 (project wesnoth): Thanks a lot for suggesting use key inside [side], it looks like is working perfectly :) I should have tested it before, as I had this idea from the very begining, but as I was dealing with a "random bug" with unknown procedence and frecuence, I

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #8, bug #23636 (project wesnoth): another thing you could try is to add terrain_liked=" " to all [side]s in your randomly generated map. Maybe it will overwrite the values from [multiplayer_side] ___ Reply to this item at:

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #7, bug #23636 (project wesnoth): Since modify_placing key is not dcumented for 1.12 i douldnt say its bug if it doesnt work like i thoought it would, i'd rather say its a feature request that is already implemented in 1.13. The code that sets modify_placing to true is in mp_con

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread Rodrigo López Caruana
Follow-up Comment #6, bug #23636 (project wesnoth): I guess this becomed a bug report rather than a feature request. Will modify_plcing key behavior be fixed in future 1.12 release? ___ Reply to this item at:

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #5, bug #23636 (project wesnoth): I just looked at the 1.12 code and it seems like it overwrites modify_placing with yes (https://github.com/wesnoth/wesnoth/blob/1.12/src/multiplayer_create_engine.cpp#L398) (unlike 1.13 where it just sets the default value to yes). So it most li

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #4, bug #23636 (project wesnoth): its a current attribute in 1.12 and 1.13 and most likeley 1.10 and older. Where did you place it? ___ Reply to this item at: __

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-05 Thread Rodrigo López Caruana
Follow-up Comment #3, bug #23636 (project wesnoth): By interference I mean it can cause different side number for starting positions when sides are greater than castles generated (wich screw my sceneraios btw). It is... modify_placing=no ...a current tag or a proposal? It is not listed in wiki,

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-05 Thread anonymous
Follow-up Comment #2, bug #23636 (project wesnoth): Unkikeley that terrain_liked= key has an effect on [generator]. Its more like there is a code which switches starting postions of the map depeinding on liked terrain. (doesnt matter whether randomly generated or not). Thid behaviour can be disab

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-05 Thread Rodrigo López Caruana
Follow-up Comment #1, bug #23636 (project wesnoth): I key for [side] could also solve issue, I guess ___ Reply to this item at: ___ Mensaje enviado vía/por Gna!

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-05 Thread Rodrigo López Caruana
URL: Summary: add to [generator] key terrain_liked=no Project: Battle for Wesnoth Submitted by: tekelili Submitted on: vie 05 jun 2015 14:48:54 UTC Category: Feature Request Sev