--- Log opened Sat Jul 25 00:00:43 2009 20090725 00:00:53-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20090725 00:12:12-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has joined #wesnoth 20090725 00:18:11< idiota> shadowmaster, were you observing a game or something? 20090725 00:18:48< shadowmaster> Just a guy on this channel whom I was trying to help earlier. 20090725 00:22:36-!- allefant [n=allefant@allegro/developer/allefant] has quit [Read error: 60 (Operation timed out)] 20090725 00:23:02-!- onto [n=onto@p5087E634.dip.t-dialin.net] has joined #wesnoth 20090725 00:25:26-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: idiota 20090725 00:29:32-!- elias [n=allefant@allegro/developer/allefant] has joined #wesnoth 20090725 00:42:56-!- Stealth [i=stealth@sourcemage/guru/stealth] has quit [Remote closed the connection] 20090725 00:43:39-!- Stealth [i=stealth@sourcemage/guru/stealth] has joined #wesnoth 20090725 00:49:31-!- ancestral [n=ancestra@97-116-106-168.mpls.qwest.net] has quit [] 20090725 00:58:55 * grzywacz stares at Turuk_ 20090725 00:59:46-!- onto [n=onto@p5087E634.dip.t-dialin.net] has left #wesnoth [] 20090725 01:00:12-!- ilor [n=user@wesnoth/developer/ilor] has quit [] 20090725 01:05:53-!- shadowmaster [n=ignacio@wesnoth/developer/shadowmaster] has quit [Remote closed the connection] 20090725 01:05:53-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has quit [Remote closed the connection] 20090725 01:06:27-!- shadowmaster [n=ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20090725 01:08:48-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth 20090725 01:09:23-!- Turuk_ [n=Turuk@wesnoth/forumsith/turuk] has quit [Connection reset by peer] 20090725 01:09:38-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has joined #wesnoth 20090725 01:09:53-!- ShikadiLord [n=ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20090725 01:20:53-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has quit [Remote closed the connection] 20090725 01:21:03-!- BiggieSmalls [n=IceChat7@ool-18bcdb57.dyn.optonline.net] has joined #wesnoth 20090725 01:23:34-!- ShikadiLord [n=ignacio@wesnoth/developer/shadowmaster] has quit ["Lost terminal"] 20090725 01:35:52-!- [Relic] [n=[Relic]@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth 20090725 01:36:55< [Relic]> Hello :) 20090725 01:37:52-!- ancestral [n=ancestra@97-116-106-168.mpls.qwest.net] has joined #wesnoth 20090725 01:49:05-!- lirion`reco [n=cynric@wikimedia-commons/Lirion] has joined #wesnoth 20090725 01:50:48-!- anttil [n=antti@a88-114-44-252.elisa-laajakaista.fi] has quit [Remote closed the connection] 20090725 01:58:35-!- lirion`reco [n=cynric@wikimedia-commons/Lirion] has quit ["echo '16i[q]sa[ln0=aln100%Pln100/snlbx]sbA0D4D465452snlbxq' | dc"] 20090725 02:05:47-!- Lirion [n=cynric@wikimedia-commons/Lirion] has quit [Read error: 110 (Connection timed out)] 20090725 02:11:26-!- Kenpachi [n=chatzill@144.137.209.232] has joined #wesnoth 20090725 02:25:32-!- idiota1 [i=d8cde00a@gateway/web/freenode/x-6bcf3fce3ba96adb] has joined #wesnoth 20090725 02:25:47< idiota1> hello 20090725 02:33:36< Blueblaze> hi 20090725 02:42:48-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth 20090725 02:45:35-!- Elvish_Pillager [n=eli@71-10-231-36.dhcp.oxfr.ma.charter.com] has quit [Read error: 110 (Connection timed out)] 20090725 02:47:56< idiota1> hi there... 20090725 02:55:21-!- name [n=name@sburn/devel/name] has quit ["Lost terminal"] 20090725 03:16:58< Blueblaze> Aethaeryn: The world is under my banner of Communism! 20090725 03:17:01< Blueblaze> What a beautiful day 20090725 03:18:27< Aethaeryn> Blueblaze: rematch? was a fun game 20090725 03:20:15-!- VurtualRuler98 [n=yeahrigh@74.206.62.26] has joined #Wesnoth 20090725 03:20:56< Blueblaze> Aethaeryn: It was fun, but I'm very much worn out of it now :p 20090725 03:22:27< Aethaeryn> damn 20090725 03:22:37< Aethaeryn> I need to find another good diplomacy/largeish map like that 20090725 03:22:53< Blueblaze> I might release it sometime soon 20090725 03:24:27< Aethaeryn> anyone want to play some Wesband, then? 20090725 03:26:55< Aethaeryn> lol 20090725 03:27:19< Aethaeryn> I screwed with the random map generator in Wesband to make the starting (shop) map a giant clump of mountains 20090725 03:27:24< Aethaeryn> in the middle 20090725 03:27:51< Aethaeryn> the only person who joined is "joueur," which iirc means "player" in anther language, aka. "newbie who didn't even pick a username" 20090725 03:30:06 * Blueblaze has never played Wesband 20090725 03:30:52< Aethaeryn> Blueblaze: want to? 20090725 03:31:14< Blueblaze> not now 20090725 03:33:27< Blueblaze> Aethaeryn: I only tend to play maps that I want to play, and the maps that I almost ever want to play are the maps that I make :P 20090725 03:35:38-!- Blueblaze [n=nick@c-98-199-143-139.hsd1.tx.comcast.net] has quit [Remote closed the connection] 20090725 03:52:01-!- BenUrban [n=benurban@c-68-50-54-86.hsd1.md.comcast.net] has joined #wesnoth 20090725 03:58:59< Aethaeryn> Turuk: Damn it. You beat me to it. 20090725 03:59:07< Aethaeryn> "He's so sneaky, no one can see his bling." 20090725 03:59:28< Aethaeryn> I was going to say something along the lines of "He's that good, he can nightsalk *with* the gold..." 20090725 03:59:48< Aethaeryn> I should not have played a many, many hour game 20090725 04:04:56-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20090725 04:11:54-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has joined #wesnoth 20090725 04:30:51< ancestral> Iron Mauler how your name stymies me 20090725 04:31:14< ancestral> What's more powerful than an Iron Mauler? 20090725 04:35:25< ancestral> Oh excellent I have found a good level 5 for the Halberdier 20090725 04:36:17< Turuk> Steel Mauler? 20090725 04:39:55< ancestral> Possibly. I have armored mauler, though, that's not much better. 20090725 04:40:46< ancestral> I have the Landsknecht as the level 5 Halberdier 20090725 04:41:41< Turuk> What about Juggernaut? 20090725 04:46:18< ancestral> That was suggested once 20090725 04:46:28< ancestral> I'm debating it 20090725 04:46:43< ancestral> Certainly better than "master level 4 unit" 20090725 04:47:24< ancestral> Juggernaut seems to imply something mechanical… though I suppose at some point the iron mauler is a guy in a tin can and at some point is almost more technology than he is human 20090725 04:47:58< ancestral> Perhaps I'll spring for it. Thanks Turuk :) 20090725 04:48:11< ancestral> I know I've been badgering you all with questions 20090725 04:50:02< Turuk> np 20090725 04:55:44< Aethaeryn> ancestral: Perhaps Titan Mauler? 20090725 04:56:06< ancestral> or Titanium Mauler haha 20090725 05:16:31-!- Lunik_ [n=john@201.45.104.25] has joined #wesnoth 20090725 05:29:35-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20090725 05:29:53< ancestral> Heh that's a thought 20090725 05:31:25-!- Blueblaze [n=nick@c-98-199-143-139.hsd1.tx.comcast.net] has joined #wesnoth 20090725 05:36:45-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has quit [Read error: 60 (Operation timed out)] 20090725 05:39:46-!- Lunik_ [n=john@201.45.104.25] has quit ["..."] 20090725 05:43:25-!- aanderse [n=aaron@CPE001b11cc67d3-CM0019475d7f5e.cpe.net.cable.rogers.com] has joined #wesnoth 20090725 05:44:15-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has joined #wesnoth 20090725 06:06:57< VurtualRuler98> Terminator. 20090725 06:07:03< VurtualRuler98> That been used yet? No? Use it. 20090725 06:07:21< VurtualRuler98> They're weak to cold and heat already, aren't they? 20090725 06:18:32-!- Blueblaze [n=nick@c-98-199-143-139.hsd1.tx.comcast.net] has quit [Remote closed the connection] 20090725 06:19:46-!- aanderse [n=aaron@CPE001b11cc67d3-CM0019475d7f5e.cpe.net.cable.rogers.com] has quit [] 20090725 06:25:50-!- Blueblaze [n=nick@c-98-199-143-139.hsd1.tx.comcast.net] has joined #wesnoth 20090725 06:59:46-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has quit [Connection reset by peer] 20090725 07:00:02-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has joined #wesnoth 20090725 07:09:46-!- JoePusdesris [n=joe@c-68-84-167-117.hsd1.mi.comcast.net] has joined #wesnoth 20090725 07:20:21-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20090725 07:29:21-!- [Relic] [n=[Relic]@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit ["Leaving"] 20090725 07:33:50-!- JoePusdesris [n=joe@c-68-84-167-117.hsd1.mi.comcast.net] has quit [Read error: 110 (Connection timed out)] 20090725 07:37:15-!- Bilbo_Baggins [n=Tom@adsl-99-152-0-41.dsl.rcfril.sbcglobal.net] has joined #wesnoth 20090725 07:53:51-!- backslash0150 [n=backslas@cpe-0090f58d0966.ip-pool.rftonline.net] has joined #wesnoth 20090725 07:59:16-!- backslash0150 [n=backslas@cpe-0090f58d0966.ip-pool.rftonline.net] has quit ["leaving"] 20090725 08:05:00-!- Bilbo_Baggins [n=Tom@adsl-99-152-0-41.dsl.rcfril.sbcglobal.net] has quit ["leaving"] 20090725 08:05:07-!- Bilbo_Baggins [n=Tom@adsl-99-152-0-41.dsl.rcfril.sbcglobal.net] has joined #wesnoth 20090725 08:10:07-!- ABCD [n=ABCD@wikipedia/ABCD] has quit [Read error: 104 (Connection reset by peer)] 20090725 08:10:23-!- ABCD [n=ABCD@wikipedia/ABCD] has joined #wesnoth 20090725 08:30:28-!- elias [n=allefant@allegro/developer/allefant] has quit [Read error: 60 (Operation timed out)] 20090725 08:38:41-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has quit [Read error: 145 (Connection timed out)] 20090725 08:39:49-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has joined #wesnoth 20090725 08:40:10-!- elias [n=allefant@allegro/developer/allefant] has joined #wesnoth 20090725 08:40:29-!- jorrit [n=jorrit@78-21-70-179.access.telenet.be] has joined #wesnoth 20090725 08:40:30< jorrit> Hi 20090725 08:40:43< jorrit> I use the macro {INCOME 2 0 -2} for my second scenario. 20090725 08:40:55< jorrit> But at the start of the scenario my base income is 6. 20090725 08:41:01< jorrit> (in easy mode) 20090725 08:41:03< jorrit> Why isn't it 2? 20090725 08:43:45< jorrit> Another question as well. I see macros like NEW_GOLD_CARRYOVER_PRECENTAGE which seem to influence 'carryover_add' and other variables. But I can find no documention in the wiki. 20090725 08:45:04< Blueblaze> You can check what a macro does by actually looking at the macro code 20090725 08:45:11< jorrit> Well not in this case: 20090725 08:45:17< jorrit> carryover_add=yes 20090725 08:45:17< jorrit> carryover_percentage={PERCENTAGE} 20090725 08:45:20< jorrit> That's the body of the macro. 20090725 08:45:27< jorrit> But I can't find documentation on those two flags. 20090725 08:45:34< jorrit> Nor in what tag that they belong. 20090725 08:45:57< Blueblaze> http://www.wesnoth.org/wiki/DirectActionsWML 20090725 08:46:07< Blueblaze> When the result is "victory" the following keys can be used: 20090725 08:46:09< Blueblaze> * carryover_percentage: by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed. 20090725 08:46:10< Blueblaze> * carryover_add: if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false. 20090725 08:46:13< jorrit> aha 20090725 08:46:29< jorrit> Never thought of looking in [endlevel] :-) 20090725 08:46:39< jorrit> Anyway, what is the problem with the INCOME macro? 20090725 08:48:30< Blueblaze> What exactly does the income macro do? 20090725 08:49:10< jorrit> Have to look it up. Hold on 20090725 08:50:05< jorrit> {QUANTITY income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}} 20090725 08:50:08< jorrit> It is in utils.cfg 20090725 08:50:22< jorrit> # Macro which will let you say {GOLD x y z} to set 20090725 08:50:22< jorrit> # per-turn income depending on easy/medium/hard - x/y/z 20090725 08:50:37< jorrit> So I expected income 2 but I got 6. 20090725 08:50:49< Blueblaze> then lower the number by 4 and see what happens 20090725 08:51:21< Blueblaze> Also things like units and villages impact the income, 20090725 08:51:32< jorrit> yes, but I don't have any villages yet. 20090725 08:51:41< jorrit> And I thought units can only decrease income. Not increase it? 20090725 08:51:48< Blueblaze> correct 20090725 08:52:08< Blueblaze> So put -2 as the income for easy 20090725 08:52:17< jorrit> yes, trying that now. 20090725 08:52:43< jorrit> Nope 20090725 08:52:44< jorrit> Still 6 20090725 08:52:48< jorrit> The INCOME macro is just ignored. 20090725 08:54:52-!- Kenpachi [n=chatzill@144.137.209.232] has quit [Read error: 104 (Connection reset by peer)] 20090725 08:55:20< Blueblaze> Does your _main.cfg define the difficulties: difficulties=EASY,NORMAL,HARD 20090725 08:56:15-!- Lirion [n=cynric@wikimedia-commons/Lirion] has joined #wesnoth 20090725 08:56:33< jorrit> yes 20090725 08:56:55< jorrit> The number of turns is influenced by the difficulty and that works. 20090725 08:57:01< jorrit> {TURNS 20 17 14} 20090725 08:57:04< jorrit> This macro is ok. 20090725 08:58:15< Blueblaze> well instead of using the income macro, just put in your [side] definition for the player something like this: 20090725 08:58:23< Blueblaze> #ifdef EASY 20090725 08:58:25< Blueblaze> gold=180 20090725 08:58:26< Blueblaze> income=10 20090725 08:58:28< Blueblaze> #endif 20090725 08:58:34< Blueblaze> then you do it for each difficulty 20090725 08:59:06< Blueblaze> an example how this is done: http://pastebin.org/4124 20090725 08:59:11< Blueblaze> from the campaign Two Brothers 20090725 08:59:21< jorrit> Are the macros broken? 20090725 08:59:39< jorrit> I will try your suggestion in a moment. I'm having a bit of difficulty with how money works in Battle of Wesnoth. 20090725 08:59:46< jorrit> In scenario 1 I got 126 money at the end. 20090725 08:59:53< jorrit> I just did [endlevel] with victory with no modifications. 20090725 08:59:58< jorrit> And in next scenario I got 192. 20090725 09:00:09< jorrit> The minimum in next scenario was 120 so I don't know where the 192 comes from. 20090725 09:00:54< Vornicus> jorrit: I know that in the campaigns, money carries over. 20090725 09:01:05< jorrit> Well 20090725 09:01:17< Vornicus> Or some portion of it anyway. 20090725 09:01:19< jorrit> In the documentation of carryover_add it says that adding to starting gold is disabled by default. 20090725 09:01:21< Vornicus> I don't know how that works here. 20090725 09:01:25< jorrit> i.e. carryover_add=false by default. 20090725 09:01:26< Vornicus> ah, so 20090725 09:01:29< jorrit> At least that's what the wiki says. 20090725 09:01:35< jorrit> * carryover_percentage: by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed. 20090725 09:01:35< jorrit> * carryover_add: if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false. 20090725 09:01:41< Blueblaze> jorrit: see this: 20090725 09:01:43< Blueblaze> bonus: whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes. 20090725 09:01:48< Blueblaze> The default has bonus enabled 20090725 09:02:00< jorrit> aah 20090725 09:02:10< Blueblaze> That is where the extra gold comes from 20090725 09:02:11< jorrit> Ok I get that part now. 20090725 09:03:15< Blueblaze> I doubt the macro is actually broken, although that might be possible. Most likely you're not using it correctly, so just use the other method I mentioned. I don't have a desire to go through and figure out what is wrong and the other method works just as fine and gives you more control 20090725 09:03:33< jorrit> I'm trying it now with your suggestion. 20090725 09:03:49< Vornicus> I'm going to put my money /against/ that being it. 20090725 09:03:50< Blueblaze> Two Brothers is an excellent campaign to use as an example for making your own because it is short and the WML coding is easy to understand 20090725 09:04:27< jorrit> Nope 20090725 09:04:28< jorrit> didn't work. 20090725 09:04:29< jorrit> Still 6. 20090725 09:04:32< jorrit> No matter what I do. 20090725 09:04:47< jorrit> http://pastebin.com/mb4ee198 20090725 09:04:53< jorrit> That's my current code in the side definition. 20090725 09:06:25< Blueblaze> You have #ifdef NORMAL twice 20090725 09:06:31< jorrit> Ok true 20090725 09:06:35< jorrit> But the difficulty is EASY 20090725 09:06:46< jorrit> And in any case, 6 isn't mentioned anywhere. 20090725 09:07:05< Blueblaze> post your _main.cfg file 20090725 09:07:36< jorrit> http://pastebin.com/m35fbe2a8 20090725 09:07:50< jorrit> brb 20090725 09:10:49< Blueblaze> Your difficult description looks quite funky 20090725 09:12:48< Blueblaze> Try copying the second exammple here: http://www.wesnoth.org/wiki/DescriptionWML 20090725 09:13:06< Blueblaze> in fact you don't even have to adapt it, just copy paste it directly 20090725 09:13:31< Blueblaze> retest it, if it solves the income issue, then you can adapt it to fit the images/text you desire for your campaign 20090725 09:16:49< jorrit> Note that I'm not running my entire campaign again. 20090725 09:16:55< jorrit> I load the end of the previous level. 20090725 09:17:06< jorrit> And then go to the next to test. 20090725 09:17:30< jorrit> Income is still 6 :-( 20090725 09:17:40< Blueblaze> try to start from the beginning of the campaign 20090725 09:17:53< jorrit> Do you have to do that everytime something like that is changed? 20090725 09:17:57< jorrit> That's impossible to test that way. 20090725 09:18:06< jorrit> These scenarios take too long to play them again and again... 20090725 09:18:09< Blueblaze> If you modify the campaign file, you have to start from the beginning 20090725 09:18:34< jorrit> Anyway, I don't see how the descriptions of easy,normal,hard can have an influence on income? 20090725 09:18:40< jorrit> It is just a description. 20090725 09:19:12< jorrit> And it doesn't seem to work as well. There are no icons now. 20090725 09:19:14< jorrit> I just get text. 20090725 09:19:21< jorrit> With my description line I got icons for the difficulties. 20090725 09:19:28< Blueblaze> trry it anyway 20090725 09:19:36< jorrit> How do I get the icons back? 20090725 09:19:38< Blueblaze> The file path is pobably dated 20090725 09:20:22< Blueblaze> No one says you actually have to play through campaigns to test them 20090725 09:20:28< jorrit> 20090725 09:18:55 error display: could not open image 'portraits/Kitty/elvish-sorceress.png' 20090725 09:20:28< jorrit> 20090725 09:18:55 error display: could not open image 'units/elves-wood/elvish-fighter.png' 20090725 09:20:28< jorrit> 20090725 09:18:55 error display: could not open image 'units/elves-wood/elvish-hero.png' 20090725 09:20:28< jorrit> 20090725 09:18:55 error display: could not open image 'units/elves-wood/elvish-champion.png' 20090725 09:20:29< Blueblaze> You can always cheat via the :debug command 20090725 09:20:40< jorrit> Well my campaigns are a bit complicated. 20090725 09:20:46< jorrit> You get new units throughout play. 20090725 09:20:54< jorrit> And if you just cheat and go to the end you will not have them. 20090725 09:20:58< jorrit> And following scenarios will not work. 20090725 09:21:08< Blueblaze> replace the description images with your images 20090725 09:21:58< jorrit> I don't have time to replay the campaign now. Will do this later. 20090725 09:22:30< jorrit> Plus the fact that I don't really believe that the description of something can influence something like that. 20090725 09:22:39< jorrit> Especially since all other things that depend on EASY,NORMAL,HARD work. 20090725 09:23:36< jorrit> Actually 20090725 09:23:38< jorrit> I can do another test. 20090725 09:23:47< jorrit> I will just put income and gold without #ifdef at all. 20090725 09:23:52< jorrit> So it should take that no matter what. Right? 20090725 09:24:26< Blueblaze> yes 20090725 09:24:33< jorrit> gold=120 20090725 09:24:33< jorrit> income=-4 20090725 09:24:35< jorrit> Let me try that. 20090725 09:29:31< jorrit> Hmm 20090725 09:29:38< jorrit> If I set income to -4 it becomes -2. 20090725 09:29:43< jorrit> But with -2 it becomes 6 20090725 09:29:48 * jorrit is confused 20090725 09:29:55< jorrit> Something else is influencing the income. 20090725 09:31:09< jorrit> But anyway, the #ifdef EASY does work. 20090725 09:33:21< jorrit> I'll guess I just pick a value that comes out how I want it. But it would be nice to understand it too at some point :-) 20090725 09:49:31-!- zookeeper [n=l@wesnoth/developer/zookeeper] has joined #wesnoth 20090725 10:05:17< jorrit> Hi zookeeper 20090725 10:05:27< jorrit> zookeeper: you don't happen to know why I always seem to get 2 more income then I set? 20090725 10:05:39< jorrit> i.e. I set income=0 in my side definition and I get 2. 20090725 10:05:45< jorrit> If I set income=-4 I get -2 20090725 10:05:49< jorrit> I have no villages yet. 20090725 10:09:43< zookeeper> the base income is 2 20090725 10:10:04< zookeeper> but the default for income= is 0 20090725 10:10:05-!- allefant [n=allefant@allegro/developer/allefant] has joined #wesnoth 20090725 10:10:26< jorrit> ah so 'income' is added to the base income? 20090725 10:10:29< zookeeper> yes 20090725 10:10:36< jorrit> Ok, thanks for the information. 20090725 10:11:55< jorrit> BTW. I don't know if this is a bug in Wesnoth or a 'feature'. But yesterday I played my scenario and I had a character which was one point away from gaining a level. He was in the middle of enemies but they ignored him. I can see why. Hitting him would cause him to gain level and heal again but still it means that unit was essentially unattackable and could go anywhere. 20090725 10:12:09-!- elias [n=allefant@allegro/developer/allefant] has quit [Read error: 110 (Connection timed out)] 20090725 10:12:35-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20090725 10:12:49< Blueblaze> feature 20090725 10:13:30< zookeeper> bug 20090725 10:13:33< jorrit> :-) 20090725 10:14:19< Blueblaze> well a smart AI would just trap the unit with ZoC and not let it move but not attack it either 20090725 10:14:38< jorrit> Blueblaze: that at least restricts the movement of the enemy. 20090725 10:14:48< Blueblaze> Our AI is far from smart though 20090725 10:16:24-!- VurtualRuler98 [n=yeahrigh@74.206.62.26] has quit [Read error: 113 (No route to host)] 20090725 10:20:02< Vornicus> why isn't the character attacking? 20090725 10:20:16< jorrit> Vornicus: well if I attack I level up. 20090725 10:20:22< jorrit> And after that the enemy will attack me again. 20090725 10:20:23< Vornicus> ...which, yeah, okay. 20090725 10:20:44< jorrit> I think this can be used to let some unit go to a place where something beneficial can be done. 20090725 10:20:47< jorrit> Like getting some item or so. 20090725 10:20:57< jorrit> But of course getting a unit one point away from a new level is not very easy :-) 20090725 10:22:11< Blueblaze> Vornicus: Unless you have a reasonable (or any) ctk a unit that is 1 exp away from leveling up, it is pretty much stupid to attack it 20090725 10:22:19< Blueblaze> under most conditions 20090725 10:22:37< Blueblaze> There are always exceptions to that rule though 20090725 10:22:50< Blueblaze> And to pretty much every rule of gameplay that an AI should follow 20090725 10:23:27< zookeeper> well, you still have to deal with that unit at some point 20090725 10:23:45< zookeeper> so better attack it with some crappy unit to get it to level and them immediately attack it with others 20090725 10:25:29< Blueblaze> well, if you could honestly keep a unit contained with 2 cheap level 1 units, then that'd be good 20090725 10:31:35< zookeeper> sure. at least sometimes. 20090725 10:37:33< Ivanovic> moin 20090725 11:00:46-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has joined #wesnoth 20090725 11:11:00-!- BiggieSmalls [n=IceChat7@ool-18bcdb57.dyn.optonline.net] has quit ["Do fish get thirsty?"] 20090725 11:13:28-!- Noyga [n=lame-z@wesnoth/developer/noyga] has joined #wesnoth 20090725 11:22:30-!- Elvenisko [n=JA@ig511.imafex.sk] has joined #wesnoth 20090725 11:23:44< Elvenisko> hello everyone. please, can you tell me, where in official campaigns i can find