[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-11-09 Thread Chris Beck
Update of bug #21882 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #14: But why? Some

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-06-02 Thread SlowThinker
Follow-up Comment #13, bug #21882 (project wesnoth): @involution I have corrected the part about modify_side http://wiki.wesnoth.org/DirectActionsWML#.5Bmodify_side.5D not affecting the defeat condition, that was intended to be added. But why? Some people don't know lua, and would like to be

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-29 Thread SlowThinker
Follow-up Comment #10, bug #21882 (project wesnoth): 1.11.15: for people that don't know lua and won't use wesnoth.sides.defeat_condition, it should be possible to set 'defeat_condition' by [modify_side] ___ Reply to this item at:

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-29 Thread Chris Beck
Follow-up Comment #12, bug #21882 (project wesnoth): SlowThinker: I have corrected the part about modify_side not affecting the defeat condition, that was intended to be added. Also, I wrote this on the wiki today: http://wiki.wesnoth.org/ScenarioWML#Scenario_End_Conditions I agree it would be

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-18 Thread SlowThinker
Follow-up Comment #7, bug #21882 (project wesnoth): First and in order to keep things together, I will forward a PM from iceiceice: So I spoke with gfgtdf on the channel about this. Based on our chat on the mp server I think you might think that fight_on_without_leader is supposed to fix

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-18 Thread SlowThinker
Follow-up Comment #8, bug #21882 (project wesnoth): *First some thoughts:* A) there is a function check_victory() that checks the default victory conditions. The default victory conditions are at least one unit with canrecruit=yes must be present and the turn limit must not be overpassed(?) B)

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-18 Thread Chris Beck
Follow-up Comment #9, bug #21882 (project wesnoth): SlowThinker: This function is more or less the entire victory conditions, actually. It's true that you can run out of time, but I believe this is implemented using an event trigger. It's true that WML can end the level, but this works by

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-14 Thread SlowThinker
Follow-up Comment #5, bug #21882 (project wesnoth): After my chat with involution I will clarify some things. How BfW engine checks/should check leader kills and possibly end the scenario: A) I consider this system to be natural: The presence of leaders is checked if and only if a unit is killed

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-14 Thread Daniel
Follow-up Comment #6, bug #21882 (project wesnoth): A) I consider this system to be natural: The presence of leaders is checked if and only if a unit is killed in a combat. Reason: any other kill of a leader is fully controled by a WML/lua coder, and he can decide himself whether he wants to

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-06 Thread SlowThinker
Follow-up Comment #4, bug #21882 (project wesnoth): Clarification of a sentence: I don't understand why in BfW 1.11.13 a scenario may be automatically ended after a leader kill invoked by a WML code: the WML coder has the kill under his control and should decide himself whether he wants to

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-05 Thread SlowThinker
Follow-up Comment #3, bug #21882 (project wesnoth): Apparently the presence of leaders is checked much more often in BfW 1.11.13 than in BfW 1.10 and 1.11.11 (no idea about 1.11.12). In past, for example one could clear the map by [store_unit] kill=yes do some stuff and then restore the map and

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-04-08 Thread Chris Beck
Update of bug #21882 (project wesnoth): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Now merged into 1.12 and master. I tested the patch with animals scenario, it seemed to work.

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-04-01 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21882 Summary: Scenario with only leaderless AI side ends with defeat as soon as it starts Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Tue 01 Apr 2014 02:25:02 PM UTC Category: