Search found 1568 matches

by Soliton
October 14th, 2020, 8:58 am
Forum: WML Workshop
Topic: Adding moves to a unit after it has attacked
Replies: 24
Views: 595

Re: Adding moves to a unit after it has attacked

What complicates matters is (according to the Wiki) sometimes the AI will expend some of an enemy unit's moves while thinking and strategizing, even if the unit doesn't actually move anywhere. I need to make sure this behavior doesn't throw a monkey wrench into the BATTLEHOP machinery. Do you expec...
by Soliton
October 14th, 2020, 8:16 am
Forum: Technical Support
Topic: Strange crash when loading scenario
Replies: 2
Views: 193

Re: Strange crash when loading scenario

tribes55 wrote: October 13th, 2020, 9:08 pm I found the issue was that I mistakenly assigned a unit to a side which I didn't define with [modify_unit]. Once I fixed it to an existing side, the problem was resolved.
Please post the actual WML to reproduce this issue.
by Soliton
October 13th, 2020, 9:37 am
Forum: WML Workshop
Topic: Adding moves to a unit after it has attacked
Replies: 24
Views: 595

Re: Adding moves to a unit after it has attacked

I just realized that this proposed solution would probably let the frog attack twice if it was managed just right. If that's a problem, then either you're going to need a more complicated way to let it move again after attacking, or else you're going to need a complicated way to restrict its attack...
by Soliton
October 1st, 2020, 6:13 pm
Forum: WML Workshop
Topic: WML for tournament settings
Replies: 4
Views: 748

Re: WML for tournament settings

I would suggest another pairing called "mirror" or so. With that players would play the same map twice with sides and factions reversed. The winner would be the player that won in less turns and if turns are equal the one with the highest total value of killed units for all/both games. &qu...
by Soliton
September 24th, 2020, 2:23 pm
Forum: Release Announcements, Compiling & Installation
Topic: Problem to compile wesnothd server in 1.14.14
Replies: 6
Views: 432

Re: Problem to compile wesnothd server in 1.14.14

I understand that I can not easily combine different boost versions with wesnoth, but it is also really tedious to have to carry a particular boost version about only for wesnoth ... it's not a good situation IMO, boost is simply way too complex and complicated. What do you base this on? There is a...
by Soliton
September 23rd, 2020, 2:27 pm
Forum: Release Announcements, Compiling & Installation
Topic: Problem to compile wesnothd server in 1.14.14
Replies: 6
Views: 432

Re: Problem to compile wesnothd server in 1.14.14

GCC 4.9.2 is pretty old. Can you use a newer compiler? (at least GCC 5.1)

Otherwise changing the line to

Code: Select all

 auto g_ptr = record.get_game();
should work as well.
by Soliton
September 10th, 2020, 6:56 am
Forum: Technical Support
Topic: connection problem
Replies: 2
Views: 280

Re: connection problem

When your connection times out it’s normal that the server side will not notice that immediately either. So once you login again your old connection can still be there and you can kick it. It’s not a different player.
by Soliton
July 3rd, 2020, 7:20 pm
Forum: Users’ Forum
Topic: How to disable recruitment of faction units
Replies: 3
Views: 421

Re: How to disable recruitment of faction units

In Wilderlands it is done by setting the recruit list to empty in a prestart event:
https://github.com/wesnoth/wesnoth/blob ... #L149-L152
by Soliton
June 22nd, 2020, 12:08 pm
Forum: WML Workshop
Topic: Connection failed:An existing connection was forcibly closed by the remote host
Replies: 32
Views: 3255

Re: Connection failed:An existing connection was forcibly closed by the remote host

That's entirely normal.Your connection timed out. The server side will have a different timeout or is in a different state to discover the disconnect so your old connection can still be there when you re-connect. You can just click OK and your old connection will be removed. Then you can create your...
by Soliton
June 21st, 2020, 8:53 pm
Forum: Technical Support
Topic: Help Please with Local Server crash
Replies: 1
Views: 345

Re: Help Please with Local Server crash

Something is already using the port. Perhaps you have the debian package installed and a server is already running? Otherwise there are multiple tools that can tell you if something is already listening on a port, like netstat, ss or lsof. The default port for wesnothd is 15000. You can also tell we...
by Soliton
June 19th, 2020, 4:13 pm
Forum: Users’ Forum
Topic: Steam Addons/Mods In Windows (10) C:\Users Subdirectory, And Damage_Distribution_Mod.
Replies: 5
Views: 551

Re: Steam Addons/Mods In Windows (10) C:\Users Subdirectory, And Damage_Distribution_Mod.

StevenAus wrote: June 19th, 2020, 2:13 pm All-So Why Does Damage_Distribution_Mod Not Show Up On Addons Server Despite Being Available On The Website?
Where are you looking? As far as I can tell it is on the website for 1.12 addons and on the corresponding addon server.
by Soliton
June 10th, 2020, 7:53 am
Forum: Release Announcements, Compiling & Installation
Topic: Cannot compile Wesnoth
Replies: 3
Views: 1394

Re: Cannot compile Wesnoth

For a quick fix you can tell cmake to show you the command it runs (make VERBOSE=1, I think), then presumably see how the proper library path (-L) to your boost_regex install is missing and run the command again with the correct -L argument.
by Soliton
June 5th, 2020, 5:59 pm
Forum: Coder’s Corner
Topic: Minimum Damage Code
Replies: 4
Views: 1080

Re: Minimum Damage Code

You can edit C++ with a text editor. :D But you would need to recompile the game after that and of course you'll get out-of-sync errors if you play multiplayer with unmodified clients.
by Soliton
May 25th, 2020, 6:06 pm
Forum: Technical Support
Topic: Cannot get 1920x1080 to work properly
Replies: 6
Views: 1497

Re: Cannot get 1920x1080 to work properly

What happens if you do not use fullscreen mode? Just maximize the window.