Update of bug #23130 (project wesnoth):
Open/Closed: Open => Closed
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Follow-up Comment #7:
Anon:
Right now, the way that mp scenarios indicate the value is by setting the
experience_modifier field. The experience_modifier needs to be somewhere in
the scenario tag, also because it needs to be reset when you reload the game.
I'm not sure how we could set it up so that the scenario maker cannot edit it,
and I don't really see much benefit in that. It would be a compatibility
breaking change I guess.
I doubt that what bugs could occur are going to be confusing / difficult
enough for UMC to deal with to justify such a change.
---
I guess that the reason that it causes bugs is that it is a global state
variable that effectively shadows the stats of the unit types themselves. If
I'm going to have scenarios with different exp rates, one way would be to
actually have multiple copies of each unit type, for the different scenarios.
Since that's pretty tedious and complicated, we have the experience rate
variable instead to just globally adjust all the stats, and there is only one
copy of each unit type.
But then there's issues -- if a unit levels up just at the end of scenario 1
vs just at the start of level 2, and the exp rate changes, I guess that it
will have a different exp value. Also probably the whole system is based on
the assumption that the max_experience is a constant value.
One way that we could do it differently is if each [unit] itself makes a
private copy of the experience_rate when it is created. Then if it moves along
in carryover / is recalled, it still has its original experience rate, so the
assumptions are correct and there's no ambiguity which rates are on which
unit.
I guess that would probably fix whatever bugs there are but I don't consider
it high priority, we are basically stating on the wiki that we don't really
support this right now, at least as I read it. If you want to make an FR to
address the issue maybe it will happen.
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