Update of bug #21882 (project wesnoth):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #14:
But why? Some
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
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]
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Reply to this item at:
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
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
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)
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
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
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
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
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
Update of bug #21882 (project wesnoth):
Status: In Progress = Ready For Test
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Follow-up Comment #2:
Now merged into 1.12 and master. I tested the patch with animals scenario, it
seemed to work.
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:
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