--- Log opened Thu Aug 27 00:00:51 2009 20090827 00:01:19-!- Blueblaze [n=nick@c-98-197-50-41.hsd1.tx.comcast.net] has quit [Remote closed the connection] 20090827 00:11:50-!- vjoe [n=vjoe@95.95.151.239] has quit ["Lost terminal"] 20090827 00:18:47-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth 20090827 00:20:01-!- happygrue [n=George@wesnoth/developer/wintermute] has quit [Read error: 104 (Connection reset by peer)] 20090827 00:22:54-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth 20090827 00:23:42-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090827 00:24:40-!- shadowmaster [n=ignacio@wesnoth/developer/shadowmaster] has quit ["killing all bash sessions for memory..."] 20090827 00:24:55-!- shadowmaster [n=ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20090827 00:29:11-!- ancestral [n=ancestra@97.116.111.138] has quit [] 20090827 00:35:18-!- Baufo [n=thomas@wesnoth/developer/baufo] has quit ["Leaving"] 20090827 00:35:45-!- uzsolt [i=uzsolt@team.pld-linux.org] has left #wesnoth [] 20090827 01:01:16-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20090827 01:13:51-!- ilor [n=user@wesnoth/developer/ilor] has quit [] 20090827 01:20:45-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit ["night all"] 20090827 01:23:04-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth 20090827 01:23:25-!- Ukraneean5 [n=terminus@pool-71-246-31-116.phlapa.fios.verizon.net] has joined #wesnoth 20090827 01:35:27< Chakravanti> okay so i had a thought, what if traits were selectable? Like in the recruitment dialogue, you have a list of available traits for a given unit to the left or right or whatever with check boxes (max 2 selections of course) and each one you check ups recruitment cost by 1gp 20090827 01:36:45< Rhonda> rather upkeep, if you want to handselect them 20090827 01:37:20< Rhonda> 1gp per selection and recruitment would seriously disturb balance 20090827 01:39:42< Chakravanti> how? 20090827 01:40:11< Chakravanti> makes anything you want to hand select the traits for 1gp more expensive (or 2gp for both) 20090827 01:40:26< Chakravanti> having hand selected traits would really upset the balance so much? 20090827 01:40:49< Chakravanti> beyond not getting screwed with useless traits for a particular unit? 20090827 01:41:05< Chakravanti> i mean..it's miniscule stats one way or the other 20090827 01:41:16< Chakravanti> but they can be game altering sure 20090827 01:41:34< deekay> Is it really miniscule to have always strong ulfserkers? 20090827 01:41:34< Chakravanti> but so can an extra 16gp for hand selecting all those traits 20090827 01:41:56< Chakravanti> strong/resiliant ulserkers @ 21gp a pop? 20090827 01:42:02< Chakravanti> not gonnna ahve many of those running around 20090827 01:42:22< deekay> Not really gonna happen 20090827 01:42:27< Chakravanti> maybe 2gp? 20090827 01:42:56< Chakravanti> or 1gp for 1 selection and 3gp for both 20090827 01:43:09< deekay> Sounds troublesome 20090827 01:43:15< deekay> And overcomplicated 20090827 01:43:53< deekay> Traits were supposed to make units sort-of unique 20090827 01:44:08< Chakravanti> how would this make them less unique? 20090827 01:44:28< Chakravanti> you don't always want the same traits for every recruit 20090827 01:44:35< VurtualRuler98> You'd always pick the same few choices. 20090827 01:44:39< Chakravanti> nah 20090827 01:44:44< VurtualRuler98> Quick for your horsemen, more damage for DPS units, tanks having more HP. 20090827 01:44:46< deekay> But there are setups that you often don't want at all 20090827 01:45:02< deekay> There would be same setups for most of units 20090827 01:45:05< Chakravanti> exactly deekay 20090827 01:45:21< Chakravanti> i don't think they would always be the same selections as VurtualRuler98 suggest 20090827 01:45:29< Chakravanti> but there would be some combos you wouldnt see 20090827 01:45:39< VurtualRuler98> A unit does some arbitary task and it has a specific traits. 20090827 01:45:45< Soliton> http://www.wesnoth.org/forum/viewtopic.php?f=12&t=26672 20090827 01:45:59< Rhonda> Chakravanti: but humans aren't like that. you take what you get. :P 20090827 01:46:03< deekay> It was discussed at least dozens of times already 20090827 01:46:04< VurtualRuler98> Ooh, what about an era where you have to pick bad traits? 20090827 01:46:23< Chakravanti> Rhonda, true, but that suggests a limited resource polol to recruit from 20090827 01:46:34< Chakravanti> a broader resource polo would easily pay more for desired traits 20090827 01:46:39< Chakravanti> pool* 20090827 01:47:17< Rhonda> you wouldn't have to recruit if you'd have a bigger resource pool. you would just recall. 20090827 01:47:33< Rhonda> but to get to that bigger ressource pool you have to build it first. 20090827 01:47:43< Rhonda> ... actually, that's already in the game. :P 20090827 01:47:44-!- happygrue [n=George@wesnoth/developer/wintermute] has joined #wesnoth 20090827 01:47:58< VurtualRuler98> So you have to decide on wether making your steelclad have "is on fire without knowing" or "leg punches off easily" 20090827 01:48:05< Chakravanti> not what im talking about Rhonda 20090827 01:48:15< Chakravanti> i'm mena theoretically in a real situation 20090827 01:48:22< Chakravanti> if you are highering troops 20090827 01:48:29< Rhonda> Either theoretical, or real. 20090827 01:48:41< Chakravanti> you naturally will pay a troop more given more specialized & desired abilities 20090827 01:48:47< Rhonda> We are more real here than just for theoretical number chaisers. 20090827 01:48:50< Chakravanti> we set up specialisation already 20090827 01:48:55< Chakravanti> some units are worth more than others 20090827 01:49:13< Chakravanti> that's my point 20090827 01:49:21< Chakravanti> what 20090827 01:49:22< deekay> That's a matter od situation 20090827 01:49:22< Chakravanti> no 20090827 01:49:25< deekay> Yes 20090827 01:49:28< Chakravanti> theoretically in a real situation 20090827 01:49:34< Chakravanti> i emant 20090827 01:49:36< Chakravanti> argh 20090827 01:49:37< Chakravanti> fuck it 20090827 01:49:40< Chakravanti> nvm 20090827 01:49:42< Rhonda> :) 20090827 01:49:45< deekay> You have to think hot to use resources you have 20090827 01:50:15< Rhonda> for a start, in a medieval setting ressources are limited by design anyway. 20090827 01:50:39< Chakravanti> ha 20090827 01:50:44< Chakravanti> the op says it so well 20090827 01:50:56< Chakravanti> Sooo... players being able to pick their traits would throw off the balance of the game??? Maybe players being able to move their troops also throws off the balance of the game. 20090827 01:51:01< Rhonda> op? 20090827 01:51:07< Chakravanti> original poster 20090827 01:51:18< Chakravanti> of the thread Soliton referenced 20090827 01:51:37< deekay> You don't understand game ballance apparently. 20090827 01:52:00< Chakravanti> I think that the luck that you get when it comes to traits is just dumb luck. There's nothing good, nothing strategic about it. In fact, it detracts from the strategic and tactical elements that attract players such as myself to this game 20090827 01:52:01< Soliton> not a good idea to quote the obviously silly parts of the argument. 20090827 01:52:02< Chakravanti> no i do 20090827 01:52:17< Chakravanti> obviously silly? the guy says how i feel so well 20090827 01:52:28< Chakravanti> this is not comperable to the RNG so oft debated 20090827 01:52:33< Soliton> i don't see how that is relevant. 20090827 01:52:37< Chakravanti> there are strategic odds you must consider there 20090827 01:52:38< VurtualRuler98> The RNG always knows what's right. 20090827 01:52:45< Chakravanti> there is no odds...no dice you are rolling here 20090827 01:52:46< VurtualRuler98> But then it does whatever would be best in its interests. 20090827 01:52:54< VurtualRuler98> Which are always "horrendeous and hillarious chaos". 20090827 01:53:02< VurtualRuler98> That really doesn't sound like wesnoth, having pickable traits. 20090827 01:53:14< VurtualRuler98> It's always dealing with the facts of randomness and working with what you have. 20090827 01:53:34< Chakravanti> hmm 20090827 01:53:38< Chakravanti> no i don't think so 20090827 01:53:49< Chakravanti> wesnoth is working with what you have and making those odds you have work 20090827 01:53:52< VurtualRuler98> You have very little wiggle room with most of your tactics, you have to attack during the day or night, your only real gameplay factor is "controlling more land". 20090827 01:53:56< Soliton> randomness is an integral part of strategy so "there is nothing strategic about it" is just nonsense. 20090827 01:54:14< Chakravanti> Soliton manageable randomness 20090827 01:54:24< VurtualRuler98> When life gives you lemons, spearman rush them until they push their leader to the fronts. 20090827 01:54:26< Chakravanti> manageable randomness is the wesnoth 'feel' 20090827 01:54:26< Soliton> and traits are not managable? 20090827 01:54:27< deekay> It is managable 20090827 01:54:46< VurtualRuler98> They're minor stat buffs, very manageable. 20090827 01:54:48< Soliton> you're lost when you get a certain trait combination? 20090827 01:54:48< Chakravanti> Soliton there are no manageable odds as far as trait selection 20090827 01:54:55< deekay> It's not that you don't see at what parts unit exceeds others (leveling, attacking, holding up, speed,..) 20090827 01:54:59< VurtualRuler98> "Oh no, my unit is quick! NOoooo my plans are ruined!" 20090827 01:55:00< Chakravanti> either you get lucky or you're stuck with an expensive, but useless unit 20090827 01:55:01< Soliton> duh because you're not selecting. 20090827 01:55:18< deekay> "useless" <- I like this word 20090827 01:55:24< Soliton> what trait combination makes a unit useless? 20090827 01:55:34< Chakravanti> you guys are fucking religious 20090827 01:55:37< Chakravanti> nvm 20090827 01:55:49< Soliton> hmm? 20090827 01:55:51< deekay> You just know better. 20090827 01:56:09< Chakravanti> i have good logic 20090827 01:56:12< Soliton> religious is asking questions? 20090827 01:56:14< Chakravanti> that is not the same as knowing better 20090827 01:56:17< Chakravanti> no 20090827 01:56:26< Chakravanti> religious is using these arugments to support the status quo: 20090827 01:56:44< Chakravanti> That really doesn't sound like wesnoth, having pickable traits. 20090827 01:56:49< deekay> I would argue about your logic after seen that traits combo can make unit "useless". 20090827 01:57:30< Soliton> so because you don't like the argument of one guy the logical conclusion is "you guys are fucking religious"? 20090827 01:57:49< Chakravanti> randomness is an integral part of strategy so "there is nothing strategic about it" is just nonsense. 20090827 01:58:04< Chakravanti> Whack the strawman 20090827 01:58:04< Chakravanti> go buddy 20090827 01:58:08< VurtualRuler98> Wait wait awit wait wait waaaiit. 20090827 01:58:12< VurtualRuler98> This game is moddable. 20090827 01:58:14< Soliton> huh? 20090827 01:58:27< VurtualRuler98> Our answers are infront of our greasy, mountain dew-dripping, pizza-soaked hands! 20090827 01:58:29< Soliton> what strawman? 20090827 01:58:30< VurtualRuler98> Mod it in! 20090827 01:58:46< Soliton> i'm sure you're being exceptionally logical here but i don't see it. 20090827 01:58:57< Chakravanti> it' 20090827 01:59:22< Chakravanti> it's difficult to present coherent logic when discounted off the bat 20090827 01:59:25< VurtualRuler98> Examples speak stronger than (politely )throwing our reasons into a little text box and mashing enter. 20090827 01:59:29< Chakravanti> because it's not the status quo 20090827 01:59:51< Chakravanti> and yeah 20090827 01:59:53< Chakravanti> ik it's moddable 20090827 01:59:56< Chakravanti> that's why i play it 20090827 02:00:00< Chakravanti> it's open source >.> 20090827 02:00:16< Chakravanti> but i came here for feedback on a reasonable idea 20090827 02:00:20< Chakravanti> and i got fucking trashed 20090827 02:00:23< Chakravanti> i love this game 20090827 02:00:30< Soliton> maybe you're overreacting? 20090827 02:00:32< Chakravanti> but sometimes the community really pisses me off 20090827 02:00:37< Chakravanti> probably 20090827 02:00:40< VurtualRuler98> Moddability doesn't equal open source. 20090827 02:00:55< VurtualRuler98> Source is highly moddable, but not open source. Same with many other things. 20090827 02:01:02< Soliton> it certainly doesn't seem possible to discuss your idea with you since you don't answer questions and just get upset. 20090827 02:01:11< deekay> It is open source. Your idea is doable in a WML. Feel free to do it. 20090827 02:02:30-!- melinath [n=melinath@pool-72-72-200-231.altnpa.east.verizon.net] has joined #wesnoth 20090827 02:03:00< Chakravanti> okay 20090827 02:03:02< Chakravanti> deeay 20090827 02:03:04< Chakravanti> deekay 20090827 02:03:06< Chakravanti> i will 20090827 02:03:26< Chakravanti> when i've discussed it with INTERESTED PARTIES AND GOTTEN REASONABLE FEEDbACK ON BALANCING ISDSUESwhich is what i came here for in the first place 20090827 02:03:32< Chakravanti> not to have people tell my why my idea sucks 20090827 02:03:44< Chakravanti> so if you don't like it or wouldnt play it 20090827 02:03:50< Chakravanti> that is in fasct reasonable feedback 20090827 02:03:53< VurtualRuler98> Chakravanti, the balancing issue is that every single unit will just have one best choice. 20090827 02:04:05< Chakravanti> i'd have to disagre with that 20090827 02:04:13< VurtualRuler98> or choices 20090827 02:04:18< deekay> The truth lies in a middle 20090827 02:04:21< Chakravanti> yes 20090827 02:04:29< Chakravanti> there would usually be 'ideal' choices 20090827 02:04:32< deekay> But trait-selectin would throw balance out of the window 20090827 02:04:33< VurtualRuler98> Meaning it'd be a stat buff, or at most a minor stat choice. 20090827 02:04:37< Chakravanti> such as strong/res for some fighter units 20090827 02:04:46< Soliton> if you only count good feedback as reasonable i can see why you easily get upset. :-) 20090827 02:04:49< Chakravanti> but such 'best choices' might be different 20090827 02:04:53< Chakravanti> an example is 20090827 02:05:00< Chakravanti> when i play in temple of the nagas 20090827 02:05:06< VurtualRuler98> Also, you don't trust in the RNG. 20090827 02:05:14< VurtualRuler98> Which is why everyone fails so hard. 20090827 02:05:20< Chakravanti> i want to recruiot a unit with 6 moves that's not as expensive as an Lt 20090827 02:05:33< Chakravanti> so i would recruit a say swordsman with quick 20090827 02:05:50< Chakravanti> because swordsman get +1 at level 3 that combo is also useful 20090827 02:06:10< Chakravanti> it makes equal sesne to slap it with resiliant to compensate 20090827 02:06:22< Chakravanti> and res/int for mages 20090827 02:06:23< Chakravanti> sure 20090827 02:06:28< Chakravanti> no one likes strong on a mage 20090827 02:06:57< deekay> Only till it has 30xp points 20090827 02:07:14< Chakravanti> huh? 20090827 02:07:31< Chakravanti> but there are a lot of good combos for various units 20090827 02:07:41< Chakravanti> you might want to slap quick/strong on your his 20090827 02:07:44< Chakravanti> cuz his are slow 20090827 02:07:45< deekay> Chakravanti: hm, nvm, I misread you 20090827 02:07:51< VurtualRuler98> Also, the game relies on having scouting units costing money in large amounts, and heavy units being more expensive than a light grunt. 20090827 02:08:09< Chakravanti> exactly! 20090827 02:08:21< Chakravanti> which is why buffing a unit with desirable traits would cost a bit 20090827 02:08:26< Chakravanti> the question being 20090827 02:08:28< Chakravanti> what is fair 20090827 02:08:37< Chakravanti> 1gp per selected trait? or is too cheap? 20090827 02:08:39< deekay> Depends on a unit 20090827 02:08:40< VurtualRuler98> So having an unnaturally capible spearman force or a bunch of hardcore horsemen or a bunch of drake gliders who have chainsaws would sorta throw off most units. 20090827 02:08:45< Chakravanti> maybe some traits should be more expensive? 20090827 02:09:02< Soliton> 1 gold sounds fine to me. 20090827 02:09:03< Chakravanti> sure 20090827 02:09:18< VurtualRuler98> Sounds too much like a "spend one turn, better units" type of thing. 20090827 02:09:21< Chakravanti> but at the same time, that unnaturally capable spearman force would cost them 16gp/pop 20090827 02:09:22< Soliton> pointless to discuss anyway until you can test it. 20090827 02:09:59< deekay> I would prefer quick intelligent spearman for 14g than stron resilient for 16 myself I think.. 20090827 02:10:12< Chakravanti> exactly! 20090827 02:10:27< Chakravanti> just because you CAN pick traits doesn't mean it will always be done 20090827 02:10:28< deekay> So it will be down for unit with special abilities 20090827 02:10:36< deekay> Like getting strong on a ulf, or horse 20090827 02:10:47< deekay> horde of fearless trolls 20090827 02:10:53< deekay> etc 20090827 02:11:18< Chakravanti> yeah but a horde of trolls, fearless of not can be countered 20090827 02:11:25< Chakravanti> by most factions 20090827 02:11:28< VurtualRuler98> There's plenty of ways you could expand on the idea. 20090827 02:11:34< deekay> Everything can be countered 20090827 02:11:35< Chakravanti> fearless or not* 20090827 02:11:39< VurtualRuler98> Different traits than the random ones, or something. 20090827 02:14:55< Chakravanti> yeah 20090827 02:15:06< Chakravanti> that would only be viable with trait picking 20090827 02:16:22< Chakravanti> can WML mod the recruiotment idialogue? 20090827 02:16:27< Chakravanti> dialogue 20090827 02:16:35< Soliton> no. 20090827 02:16:56< Chakravanti> so it would have to be recruited naked and then right clicked 20090827 02:17:04< Soliton> or you can do whatever in the post recruit event. 20090827 02:17:19-!- Blueblaze [n=nick@c-98-197-50-41.hsd1.tx.comcast.net] has joined #wesnoth 20090827 02:17:26< Chakravanti> i'll look into that, thanks 20090827 02:17:30< deekay> You can get dialogue after recruting. 20090827 02:18:33< VurtualRuler98> Here's an idea, make an icon appear on a unit that has been recruited on that turn, and make it open a small dropdown menu. 20090827 02:19:27< Chakravanti> I can't see why and automated dialogue after recruitment would interfere with the gameplay beside being just a bit tedious for every recruit 20090827 02:19:42< Chakravanti> althoguh...yeah 20090827 02:19:45< Chakravanti> that makes sense 20090827 02:20:10< Chakravanti> because if you dont want to pick then you can just ignore the unit and it will assign traits as normal when you end turn 20090827 02:20:12< Soliton> the tediousness is exactly the point. 20090827 02:20:25< Chakravanti> so you only deal with the tediousness IF you want 20090827 02:20:50< Chakravanti> so a right click dialogue seems the way to go 20090827 02:21:11< deekay> So initially unit gets no traits, if none were selected till the end of the turn it gets random ones? 20090827 02:22:38< Chakravanti> yeah 20090827 02:22:49< Chakravanti> seems the most practicaly, unobstrusive way to do it? 20090827 02:23:01< Chakravanti> practical* 20090827 02:23:07< deekay> add option to get random right on a demand 20090827 02:23:33< Chakravanti> that would be in the dialogue options anyway 20090827 02:23:36< deekay> Player may want to "get one unit that is strong, resilent if another is..." 20090827 02:23:40< VurtualRuler98> They should be randomly chosen when recruited, but invisible in every fashion. 20090827 02:23:57< Chakravanti> if you want to assign random traits to a unit before ending turn (or for determination of future recruits that turn) 20090827 02:24:05< VurtualRuler98> Having no effect other than the unit mysteriously dying at 2hp or going to -1hp. 20090827 02:24:35< Chakravanti> yes deekay 20090827 02:24:45< Chakravanti> i've no idea what you're sayign VurtualRuler98 20090827 02:24:49< deekay> That's no way that recruited unit would die in the same turn he is recruited 20090827 02:25:24< VurtualRuler98> They're already picked and affect the game, but nobody will see that. 20090827 02:25:35< Chakravanti> when you get into a dialogue it would be a simple choice of random, res, int, str, etc. then it would reopen itself 20090827 02:25:39< VurtualRuler98> deekay, four level 3 units someone saved up swarm the keep. 20090827 02:25:44< Chakravanti> so you can pick one random trait 20090827 02:26:45< Chakravanti> VurtualRuler98, can't the randomization of traits just be set for the end of your turn, not the end of THE turn? 20090827 02:26:56< VurtualRuler98> Well, I guess. 20090827 02:27:02< Chakravanti> then the traits would be selected before an opponant can do somethign funky 20090827 02:27:11< VurtualRuler98> Although I guess I can still see further modding problems. 20090827 02:27:36< VurtualRuler98> But that really doesn't matter I guess. 20090827 02:27:37-!- masa_edw [n=masa@7c29465b.i-revonet.jp] has joined #wesnoth 20090827 02:28:19< Soliton> i think it might be difficult to figure out what units can get what traits. 20090827 02:29:40< Chakravanti> why? 20090827 02:30:01< Chakravanti> or you mean that it will complicate the coding because of trait variables to specific units? 20090827 02:30:31< Soliton> yes, not all units can get the same traits. 20090827 02:33:45-!- xchat_sux is now known as Elvish_Pillager 20090827 02:37:17< Chakravanti> yeah that will make it complicated and extensive to code 20090827 02:37:31< Chakravanti> but sometimes randomly rolled traits do give you cool stuff 20090827 02:37:40< VurtualRuler98> Just search through their randomly rolled traits, and see if it's there. 20090827 02:37:45< VurtualRuler98> If it isn't, gray out the option. 20090827 02:37:46< Chakravanti> like this res/strong merman hunter named Poseidon! 20090827 02:38:02< Chakravanti> i just recruited 20090827 02:38:24-!- Nissarin [n=nissarin@91.202.192.6] has quit ["Leaving"] 20090827 02:38:26< Chakravanti> eh...i just thought that was uncannily odd roll 20090827 02:38:59< VurtualRuler98> Go annoy those mocking cruise ship guys. 20090827 02:39:07< Blarumyrran> I dont think merman names are made of random syllables 20090827 02:39:33-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth 20090827 02:41:49< VurtualRuler98> Are any names like that? 20090827 02:46:08-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth 20090827 02:46:54-!- noy [n=Noy@wesnoth/developer/noy] has quit [Client Quit] 20090827 02:55:02< Chakravanti> seems liek it 20090827 02:55:38-!- Blarumyrran [n=minaise@81-20-159-197.levira.ee] has quit [] 20090827 02:56:22-!- Blueblaze [n=nick@c-98-197-50-41.hsd1.tx.comcast.net] has quit [Remote closed the connection] 20090827 02:59:36-!- Blueblaze [n=nick@c-98-197-50-41.hsd1.tx.comcast.net] has joined #wesnoth 20090827 03:04:04-!- masa_edw [n=masa@7c29465b.i-revonet.jp] has quit [] 20090827 03:19:34-!- anttil [n=antti@a88-114-44-252.elisa-laajakaista.fi] has quit ["Lost terminal"] 20090827 03:23:34< wajimba1> the funniest name story I have is when I was playing A New Land and I got a peasant named "Man" 20090827 03:25:15< Chakravanti> lol 20090827 03:25:26< Chakravanti> ANL is one of may favorite scenarios 20090827 03:25:36< wajimba1> I agree 20090827 03:26:03< Chakravanti> i usually do it 2p b/c finding 4 people that know it and won't jack it up with some crazy stupid stuff is hard 20090827 03:26:18< Aethaeryn> Eh, after beating it 3 times, ANL lost its charm. 20090827 03:26:22< Aethaeryn> Too easy. 20090827 03:26:25< Chakravanti> i've done it with 2p x 150gp 20090827 03:26:25< wajimba1> that's why I'm so excited about Ancestral's Asension 20090827 03:26:40< Chakravanti> tryign to find someone that can hang at 2p x125gp 20090827 03:26:59< wajimba1> 2p is good. I don't usually play to the end end 20090827 03:27:05< VurtualRuler98> 2p? 20090827 03:27:14< VurtualRuler98> Are we counting peas now? 20090827 03:27:42< wajimba1> gets waaaay too long to kill the leaders. Almost as much time to get to turn victory 20090827 03:28:03< VurtualRuler98> If wesnoth properly modelled all the assumed period weapons it wouldn't be. 20090827 03:28:05< Chakravanti> i've beat it solo with 300gp by turn 28 20090827 03:28:10< VurtualRuler98> Just throw rocks and corpses via trebuchet. 20090827 03:28:11< Chakravanti> as in...killed all the bosses 20090827 03:28:23< wajimba1> Virtualruler98: I trade you 2p for 3 carrots 20090827 03:28:39< Chakravanti> and 2p is faster 20090827 03:28:40< VurtualRuler98> But these carrots have universes on the tip! With more carrots in them! 20090827 03:30:25< wajimba1> Virtualruler98: liek dis? http://tinyurl.com/mamaf6 20090827 03:30:42< VurtualRuler98> No. 20090827 03:30:47< wajimba1> lol 20090827 03:31:01< VurtualRuler98> If every kernel was a cornfield of similar kernels, then yes. 20090827 03:31:34< wajimba1> what good would fractal carrots be nutrition-wise? ;) 20090827 03:33:50-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20090827 03:34:31< VurtualRuler98> A value moreso, to an infinitely fine degree. 20090827 03:35:13< VurtualRuler98> It consists of an infinitely long small value of every possible daily value and exposure ever. 20090827 03:35:30< VurtualRuler98> since you're eating an infinite amount of infinitely smaller universes. 20090827 03:37:15< wajimba1> lol. 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[n=chatzill@cpc3-whit1-0-0-cust862.cdif.cable.ntl.com] has joined #wesnoth 20090827 11:11:18-!- Ukraneean5 [n=terminus@pool-71-246-31-116.phlapa.fios.verizon.net] has quit [Read error: 113 (No route to host)] 20090827 11:17:04-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth 20090827 11:21:51-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit [Read error: 110 (Connection timed out)] 20090827 11:23:51-!- elias [n=allefant@allegro/developer/allefant] has joined #wesnoth 20090827 11:24:38< Ingmar> If you queue a movement command that will be executed at the start of your next turn, how do you cancel that? 20090827 11:24:54< Ingmar> I tend to hit that accidentally too often for my liking :( 20090827 11:26:22< zookeeper> select the unit and click on it again, or something like that IIRC. unfortunately there's no way to cancel them if it's no longer your turn. 20090827 11:27:23< Ingmar> Works, thanks 20090827 11:32:12-!- Espreon 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#wesnoth 20090827 15:41:05-!- Woodmouse [n=chatzill@cs27017194.pp.htv.fi] has joined #wesnoth 20090827 15:44:16< hagabaka> could there be "latest-stable" and "latest-development" tags on SVN? 20090827 15:47:05< Ivanovic> uhm, latest development is always "trunk" 20090827 15:47:22-!- fendrin [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth 20090827 15:47:36< Ivanovic> amd if you are on stable anyway, just get the content of branches/VERSION 20090827 15:47:46< hagabaka> but trunk can be newer than the latest development release right? like 1.7.3 now 20090827 15:47:56< Ivanovic> of course it can 20090827 15:48:13-!- Woodmouse [n=chatzill@cs27017194.pp.htv.fi] has quit [Read error: 104 (Connection reset by peer)] 20090827 15:48:23-!- dfranke [i=dfranke@wesnoth/developer/dfranke] has joined #wesnoth 20090827 15:48:33< Ivanovic> but what would this additional "name" for the release actually accomplish? 20090827 15:48:34< hagabaka> I like to keep updated to stable and development releases, not the head of the branches 20090827 15:48:52< Ivanovic> if you *want* to upgrade just run svn switch once a new version is out 20090827 15:49:01< Ivanovic> there you can just switch over to tags/VERSIONNUMBER 20090827 15:49:14< Ivanovic> and if you want to keep each release: download the tarballs! 20090827 15:49:18-!- anttil [n=antti@a88-114-44-252.elisa-laajakaista.fi] has joined #wesnoth 20090827 15:49:42< hagabaka> yeah, but that's kind of tedious...but it's probably not much extra work to do when you're tagging those versions 20090827 15:50:23< Ivanovic> it means a whole extra copy of all of the games tree of that version 20090827 15:50:30< hagabaka> hmm 20090827 15:50:37< Ivanovic> since svn does not have links 20090827 15:50:42< Ivanovic> it knows copy and that's about it 20090827 15:52:38< hagabaka> but all revisions of all files are stored even if you don't create a tag right? wouldn't it know to store only one copy of a file, and only use links in tags then? 20090827 15:53:14< Ivanovic> hagabaka: i know that the "backuptarball" (bzip2 compressed) was >3GB about two years ago already 20090827 15:53:37< Ivanovic> and a complete checkout of *everything* in the wesnoth tree really gets you everything 20090827 15:54:04< Ivanovic> and i won't issue another svn cp just to have some additional tag that is not worth too much anyway 20090827 15:55:32< hagabaka> ok, i didn't think it would actually require copying the files 20090827 15:57:04< Ivanovic> you are right, it is "just one command" 20090827 15:57:11< Ivanovic> but i really don't see the reason for this 20090827 16:00:21-!- fabi [n=fabi@wesnoth/developer/fendrin] has quit [Read error: 110 (Connection timed out)] 20090827 16:01:19-!- hagabaka [n=quassel@unaffiliated/hagabaka] has quit [Read error: 104 (Connection reset by peer)] 20090827 16:01:46-!- hagabaka [n=quassel@nanomachine.STUDENT.CWRU.Edu] has joined #wesnoth 20090827 16:03:12< hagabaka> sorry client crashed 20090827 16:05:42< hagabaka> but if those tags were maintained, the advantage would be that anyone can keep a version of the latest stable and development releases synched just with two "svn update". no need to go to website to download tarballs or check the latest version numbers 20090827 16:09:21-!- dfranke [i=dfranke@wesnoth/developer/dfranke] has quit [Read error: 110 (Connection timed out)] 20090827 16:11:54-!- ancestral [n=ancestra@97-116-111-138.mpls.qwest.net] has joined #wesnoth 20090827 16:16:33-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth 20090827 16:17:03-!- dfranke [i=dfranke@wesnoth/developer/dfranke] has joined #wesnoth 20090827 16:23:09-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth 20090827 16:29:15-!- openess [n=openess@c-aa78e255.024-60-6b6c6d10.cust.bredbandsbolaget.se] has joined #wesnoth 20090827 16:32:17-!- wajimba [n=Andrew_A@24-158-30-63.dhcp.dlth.mn.charter.com] has joined #wesnoth 20090827 16:35:13-!- 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[n=sordan@86-42-111-76-dynamic.b-ras1.blp.dublin.eircom.net] has joined #wesnoth 20090827 17:58:16< sordan> hi 20090827 17:58:34< sordan> anyone wants play ladder game right now / 20090827 17:58:37< sordan> ? 20090827 18:09:44-!- ABCD [n=ABCD@gentoo/contributor/abcd] has quit [Client Quit] 20090827 18:10:11-!- ABCD [n=ABCD@gentoo/contributor/abcd] has joined #wesnoth 20090827 18:14:25-!- thespaceinvader_ [n=chatzill@cpc1-whit1-0-0-cust763.cdif.cable.ntl.com] has joined #wesnoth 20090827 18:15:08-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit [Nick collision from services.] 20090827 18:15:10-!- thespaceinvader_ is now known as thespaceinvader 20090827 18:24:10-!- harryBer [n=harryBer@93-81-165-75.broadband.corbina.ru] has joined #wesnoth 20090827 18:32:31-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth 20090827 18:35:22-!- maackey [n=chris@pool-173-78-13-168.tampfl.fios.verizon.net] has joined #wesnoth 20090827 18:48:33-!- Woodmouse [n=chatzill@cs27017194.pp.htv.fi] has joined #wesnoth 20090827 19:21:31< sordan> someone wants play ladder game ? 20090827 19:23:30-!- melinath [n=melinath@pool-72-72-200-231.altnpa.east.verizon.net] has quit [Read error: 113 (No route to host)] 20090827 19:23:50-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20090827 19:26:07< Jean-Pierre> seems not :-P 20090827 19:28:50-!- xchat_sux [n=eli@71-10-231-36.dhcp.oxfr.ma.charter.com] has joined #wesnoth 20090827 19:31:47-!- Elvish_Pillage2 [n=eli@71-10-231-36.dhcp.oxfr.ma.charter.com] has quit [Read error: 60 (Operation timed out)] 20090827 19:33:31-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20090827 19:33:46-!- Miccoh [n=Miccoh@a85-156-243-129.elisa-laajakaista.fi] has joined #wesnoth 20090827 19:41:19-!- uzsolt [i=uzsolt@team.pld-linux.org] has joined #wesnoth 20090827 19:42:54-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth 20090827 19:43:11< wajimba> so, what is a ladder game? tournament? keep track of score? 20090827 19:43:37< Jean-Pierre> yea 20090827 19:43:56< Jean-Pierre> http://ladder.subversiva.org/ 20090827 19:44:13< wajimba> a little more serious than a casual pickup game 20090827 19:44:57< Jean-Pierre> yep 20090827 19:50:55-!- zookeeper [n=l@wesnoth/developer/zookeeper] has joined #wesnoth 20090827 19:54:17-!- mthe [n=mthe@unaffiliated/mthe] has quit [Read error: 104 (Connection reset by peer)] 20090827 20:00:24-!- Woodmouse [n=chatzill@cs27017194.pp.htv.fi] has quit [Read error: 104 (Connection reset by peer)] 20090827 20:03:38-!- Kenpachi [n=chatzill@CPE-58-170-105-239.sa.bigpond.net.au] has quit [Remote closed the connection] 20090827 20:05:26-!- Mike1 [n=Mike@78.104.18.19] has joined #wesnoth 20090827 20:05:27-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth 20090827 20:05:37< Mike1> utbs campaign finished :-) 20090827 20:05:45< Mike1> without debug mode xD 20090827 20:05:58< grzywacz> :) 20090827 20:06:03< grzywacz> 1.6.4 or 1.7.x? 20090827 20:06:14< Mike1> mike@mikespc:~$ wesnoth -v 20090827 20:06:14< Mike1> Battle for Wesnoth v1.6 20090827 20:06:14-!- martin___ [n=martin@78.49.55.217] has quit ["leaving"] 20090827 20:07:30-!- jzmer [i=815dcecd@gateway/web/freenode/x-oipmuebaiuujdkho] has joined #wesnoth 20090827 20:13:10-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth 20090827 20:15:44-!- martin___ [n=martin@g227168149.adsl.alicedsl.de] has joined #wesnoth 20090827 20:31:06-!- ancestral [n=ancestra@97-116-111-138.mpls.qwest.net] has joined #wesnoth 20090827 20:41:27-!- melinath [n=melinath@pool-72-72-200-231.altnpa.east.verizon.net] has joined #wesnoth 20090827 20:45:37-!- fendrin [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth 20090827 20:56:58< vjoe> dudes 20090827 20:57:06< vjoe> the feeding ability is awesome 20090827 20:58:02< Jean-Pierre> mmm... which one? 20090827 20:58:06< Mike1> feeding? 20090827 20:58:14< Jean-Pierre> the default Ghoul feeding? I always thought that one sucked 20090827 20:59:04< Jean-Pierre> Necro, actually 20090827 21:00:04< vjoe> hm 20090827 21:00:09< vjoe> I just saw a leader with it 20090827 21:00:12< vjoe> seems good in theory :d 20090827 21:02:23< jzmer> well feeding +8 is awesome i would say 20090827 21:02:29< jzmer> not the original though 20090827 21:02:59< jzmer> and bearer of such trait need to be able to inflict high damage 20090827 21:03:12< jzmer> or, it would be useless 20090827 21:09:01< wajimba> it's great in Colosseum 20090827 21:10:31< jzmer> yep, where it is promotable 20090827 21:49:22-!- Netsplit lindbohm.freenode.net <-> irc.freenode.net quits: unnheulu, Jean-Pierre 20090827 21:50:47-!- Netsplit over, joins: Jean-Pierre, unnheulu 20090827 21:50:57-!- Jean-Pierre [n=jean@200.169.26.47] has quit [Read error: 60 (Operation timed out)] 20090827 21:52:16-!- Jean-Pierre [n=jean@200.169.26.47] has joined #wesnoth 20090827 22:03:00< sordan> hi 20090827 22:03:11< sordan> any weak player wants play ladder game ? 20090827 22:04:34< Jean-Pierre> lol 20090827 22:05:18< sordan> :) 20090827 22:05:53< sordan> i am poor as well 20090827 22:06:06< sordan> 6 ladder game played, all lost :( 20090827 22:06:24< sordan> i was close to get epilepsy ending the 6th game 20090827 22:06:42< vjoe> I have to enter the ladder 20090827 22:06:43< vjoe> :D 20090827 22:06:50< sordan> but now is a little bit better, i have already drank 6 shoots of vodka 20090827 22:07:19< sordan> so now i am ready to play again 20090827 22:08:11< vjoe> LOL 20090827 22:08:39< wajimba> you mean a lot bit worse? 20090827 22:08:49< Jean-Pierre> hahaha 20090827 22:09:20< Jean-Pierre> at least that will make you more... daring :-P 20090827 22:09:47< sordan> i dont know myself this 6 shoots helped me or not but at least i will not get epilepsy 20090827 22:10:56-!- Amu [i=smar@smar.fi] has joined #wesnoth 20090827 22:13:13< Jean-Pierre> hope you are not using it in the literal sense 20090827 22:17:15-!- lizard_r [n=Miranda@wesnoth/umc-dev/developer/lizard] has quit ["Saurian Augur - I'll heal you by 4 hp if you leave next to me"] 20090827 22:25:23-!- Smar [i=smar@freenet/translator/finnish/Smar] has quit [Read error: 104 (Connection reset by peer)] 20090827 22:28:30-!- unnheulu [n=ieuan@cpc6-pnth2-0-0-cust964.5-2.cable.virginmedia.com] has quit ["Ex-Chat"] 20090827 22:29:28-!- noy [n=Noy@wesnoth/developer/noy] has quit [Connection timed out] 20090827 22:36:39-!- thespaceinvader_ [n=chatzill@cpc1-whit1-0-0-cust763.cdif.cable.ntl.com] has joined #wesnoth 20090827 22:40:51-!- thespaceinvader_ [n=chatzill@cpc1-whit1-0-0-cust763.cdif.cable.ntl.com] has quit [Read error: 104 (Connection reset by peer)] 20090827 22:42:06-!- thespaceinvader_ [n=chatzill@cpc1-whit1-0-0-cust763.cdif.cable.ntl.com] has joined #wesnoth 20090827 22:42:32-!- ancestral [n=ancestra@97-116-111-138.mpls.qwest.net] has quit ["And that’s the end of THAT chapter."] 20090827 22:43:48-!- Mike1 [n=Mike@78.104.18.19] has quit [Remote closed the connection] 20090827 22:44:39-!- uzsolt [i=uzsolt@team.pld-linux.org] has left #wesnoth [] 20090827 22:50:35-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit [Read error: 110 (Connection timed out)] 20090827 23:01:06-!- happygrue [n=George@wesnoth/developer/wintermute] has joined #wesnoth 20090827 23:01:28-!- thespaceinvader_ [n=chatzill@cpc1-whit1-0-0-cust763.cdif.cable.ntl.com] has quit [Read error: 110 (Connection timed out)] 20090827 23:01:48-!- thespaceinvader_ [n=chatzill@cpc1-whit1-0-0-cust763.cdif.cable.ntl.com] has joined #wesnoth 20090827 23:01:55-!- thespaceinvader_ is now known as thespaceinvader 20090827 23:05:29-!- Blueblaze [n=nick@c-98-197-50-41.hsd1.tx.comcast.net] has joined #wesnoth 20090827 23:12:31-!- Blueblaze [n=nick@c-98-197-50-41.hsd1.tx.comcast.net] has quit [Remote closed the connection] 20090827 23:17:44-!- |kardan| [n=kardan@p54BE48D7.dip.t-dialin.net] has left #wesnoth ["Leaving"] 20090827 23:18:24-!- deekay [n=dk@wesnoth/developer/dragonking] has quit [Remote closed the connection] 20090827 23:18:24-!- elias [n=allefant@allegro/developer/allefant] has quit [Remote closed the connection] 20090827 23:21:04-!- deekay [n=dk@wesnoth/developer/dragonking] has joined #wesnoth 20090827 23:22:22-!- Appleman1234 [n=Appleman@131.181.100.37] has joined #wesnoth 20090827 23:26:13-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20090827 23:41:40-!- martin___ [n=martin@g227168149.adsl.alicedsl.de] has quit ["leaving"] 20090827 23:41:46-!- Chakravanti [n=k@in-67-236-82-46.dhcp.embarqhsd.net] has joined #wesnoth --- Log closed Fri Aug 28 00:00:00 2009