URL:
<http://gna.org/bugs/?17550>
Summary: Units regain invisibility due to saveload
Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sat 22 Jan 2011 06:26:01 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
Item Group: Units
Status: None
Privacy: Public
Assigned to: None
Originator Email: [email protected]
Open/Closed: Open
Discussion Lock: Any
Release: 1.8.0
Operating System: Ubuntu 10.04 LT
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Details:
Reproduction: kill any unit using one or more units which would be invisible
in their hex if not for the adjacent unit and the attack, no other units
nearby. DID-S7 "A Small Favor" works particularly well. The unit doing the
killing is visible after the attack. Now, save the scenario. Load the
scenario. The killing units are now invisible.
Attachment: use the remaining Shadow to kill the General. Reload if you fail
to kill the General.
The problem is that saveloading alters AI behavior. End turn directly after
killing the General, and the Shadow is attacked. Saveload after killing the
General, and the enemy units don't do anything.
Suggestion 1: include visibility status variables into save files instead of
recalculating invisibility when loading the game.
Suggestion 2: recalculate invisibility at end-of-turn.
Suggestion 3: recalculate invisibility whenever a unit is killed.
Problems with suggestions 2 and 3: a human player can remember where units
are located; in order to compete, AI would have to also be able to remember.
So that means including status variables into save files.
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File Attachments:
-------------------------------------------------------
Date: Sat 22 Jan 2011 06:26:01 PM UTC Name: DID-A_Small_Favor_Turn_7.gz
Size: 43kB By: None
<http://gna.org/bugs/download.php?file_id=12045>
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<http://gna.org/bugs/?17550>
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