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 a good idea to put links between the related documentations... I didnt realize there was redundant docs in the LuaWML section, thanks for pointing this out. Regarding this: " But can one end the game just for one defeated side? " Currently (in 1.11.15) it was possible, when using the Victory When Enemies Defeated field, to have some clients terminate in defeat while other clients continue, and I continued to preserve this behavior in the code to adhere to the docs. But after testing we discovered that actually that behavior is totally broken in mp, and there is no netcode to support it and it creates bugs. So in master we have patched it. Sides may be defeated at any point, but the game will continue as long as there is any (local or remote) human controlled side which is not defeated, and then they will all end in victory or defeat together. After this is backported, I believe that there will be no way to end the game for just one defeated side. Of course you can mimic it in WML if desired. But I think it will seriously break the networking assumptions if some sides enter linger mode when others do not. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21882> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-bugs
