--- Log opened Mon Aug 05 00:00:19 2013 20130805 00:05:55-!- A_Guy [~chatzilla@50.14.231.118] has joined #wesnoth-umc-dev 20130805 00:06:24< A_Guy> Can I use an empty #define FOO to have FOO defined for the purpose of #ifdef FOO? 20130805 00:08:37< A_Guy> Help me, zookeeper! You're my only hope! 20130805 00:09:18< bumbadadabum> A_Guy: Yes you can 20130805 00:09:31< A_Guy> Okay, thanks. 20130805 00:09:48< bumbadadabum> A_Guy: Although it's not particularly useful 20130805 00:10:01< A_Guy> Thinking of having two sets of maps for a scenario 20130805 00:10:06< A_Guy> One for hard, one for the other two 20130805 00:10:15< A_Guy> Oh, wait 20130805 00:10:18< A_Guy> I don't need that, then 20130805 00:10:23< A_Guy> I can just use #ifdef HARD 20130805 00:10:25< A_Guy> Durr 20130805 00:11:17< bumbadadabum> A_Guy: An empty define is only useful for having for example a campaign requiring an era 20130805 00:11:43< A_Guy> Uh-huh, makes sense. 20130805 00:11:58< zookeeper> humm 20130805 00:12:10< bumbadadabum> hi zookeeper 20130805 00:12:13< zookeeper> looks like i'm too late 20130805 00:34:01-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 256 seconds] 20130805 00:41:53-!- A_Guy [~chatzilla@50.14.231.118] has quit [Remote host closed the connection] 20130805 00:43:59-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-umc-dev 20130805 00:48:22-!- guest904 [~trewe@87-196-28-225.net.novis.pt] has quit [Ping timeout: 276 seconds] 20130805 00:53:57-!- ancestral [~ancestral@65-128-235-179.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20130805 01:56:34-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Read error: Connection reset by peer] 20130805 01:58:01-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-umc-dev 20130805 02:09:23-!- bumbadadabum [~bumba@d155109.upc-d.chello.nl] has quit [Quit: good night] 20130805 03:03:53-!- Octalot [~noct@host86-147-145-154.range86-147.btcentralplus.com] has quit [Ping timeout: 245 seconds] 20130805 03:37:40-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 264 seconds] 20130805 04:00:42-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-umc-dev 20130805 04:05:57-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 248 seconds] 20130805 04:08:25-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-umc-dev 20130805 04:25:09-!- irker221 [~irker@ai0867.net] has joined #wesnoth-umc-dev 20130805 04:25:09< irker221> NX-RPG: Charles Dang :master * 721b85d / lua/gui/spellcasting.lua: http://git.io/S3DjSA 20130805 04:25:10< irker221> NX-RPG: Simplified the generating of pre/post event strings 20130805 04:25:16< irker221> NX-RPG: Charles Dang :master * f9ff9ff / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/4yNhMw 20130805 04:25:17< irker221> NX-RPG: E1S3: allowed Rhaen to teleport around within a 10 hex radius the first time you bind him 20130805 04:25:18< irker221> NX-RPG: 20130805 04:25:19< irker221> NX-RPG: This is because the scenario was too direct before, as you could basically win by turn 6 20130805 04:25:20< irker221> NX-RPG: Also made the undead his allies. 20130805 04:41:01< irker221> wesnoth-umc-dev: shikadilord * r19131 /trunk/After_the_Storm/episode3/scenarios/09_Dark_Depths.cfg: 20130805 04:41:02< irker221> wesnoth-umc-dev: AtS E3S9: remove TODO item that doesn't apply anymore 20130805 05:36:49< irker221> wesnoth-umc-dev: doofus-01 * r19132 /trunk/Trinity/ (9 files in 5 dirs): 20130805 05:36:50< irker221> wesnoth-umc-dev: some more work on tower scenarios 20130805 06:23:40< irker221> wesnoth-umc-dev: shikadilord * r19133 /trunk/After_the_Storm/ (3 files in 2 dirs): 20130805 06:23:41< irker221> wesnoth-umc-dev: AtS: new descriptions for the Animated Rock and Rock Golem unit types 20130805 06:27:20< irker221> wesnoth-umc-dev: shikadilord * r19134 /trunk/After_the_Storm/images/units/demons/ (gatekeeper-ethea.png errant-executor.png): 20130805 06:27:21< irker221> wesnoth-umc-dev: AtS: wesnoth-optipng pass 20130805 06:27:22< irker221> wesnoth-umc-dev: Overall statistics (only for files with a smaller recompressed size): 20130805 06:27:23< irker221> wesnoth-umc-dev: Original size: 5 KiB on 2 files 20130805 06:27:25< irker221> wesnoth-umc-dev: Optimized size: 2 KiB 20130805 06:27:25< irker221> wesnoth-umc-dev: Total saving: 2 KiB = 56% decrease 20130805 06:27:56< irker221> wesnoth-umc-dev: shikadilord * r19135 /trunk/After_the_Storm/units/spirits/Rock_Golem.cfg: 20130805 06:27:57< irker221> wesnoth-umc-dev: AtS: s/(conjured) up/$1/ 20130805 06:35:51< irker221> wesnoth-umc-dev: shikadilord * r19136 /trunk/After_the_Storm/ (episode2/scenarios/04_Shifting_Allegiances.cfg changelog): 20130805 06:35:52< irker221> wesnoth-umc-dev: AtS E2S4: fix Tara's loyal icon overlay ending up assigned to a Rock Golem 20130805 08:07:05< irker221> wesnoth-umc-dev: shikadilord * r19137 /trunk/After_the_Storm/ (macros/scenario-utils.cfg changelog): 20130805 08:07:06< irker221> wesnoth-umc-dev: AtS: fix a severe gold exploit affecting scenarios using the NO_RECRUITS_OR_RECALLS macro (currently only E3S6) 20130805 08:07:07< irker221> wesnoth-umc-dev: An unspecified change in unit recruitment/recall behavior in Wesnoth 20130805 08:07:08< irker221> wesnoth-umc-dev: version 1.11.1 and later results in recruitment/recall gold not being 20130805 08:07:09< irker221> wesnoth-umc-dev: deducted if the target unit does not pass prerecruit/prerecall (i.e. is 20130805 08:07:10< irker221> wesnoth-umc-dev: removed from the gamemap). As a result, the original implementation of 20130805 08:07:11< irker221> wesnoth-umc-dev: this macro effectively allows the player to increase their gold supply 20130805 08:07:12< irker221> wesnoth-umc-dev: (Log message trimmed.) 20130805 08:22:08< irker221> NX-RPG: Charles Dang :master * 4290419 / units/mechanical/Caravan.cfg: http://git.io/sobzJQ 20130805 08:22:09< irker221> NX-RPG: Added a 'run down' attack to the Caravan 20130805 08:22:12< irker221> NX-RPG: Charles Dang :master * ef6c0f9 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/4v6UrQ 20130805 08:22:13< irker221> NX-RPG: E1S3: keep side 4 on map from start and gave them some thugs to recruit 20130805 08:22:16< irker221> NX-RPG: Charles Dang :master * a5a0356 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/II8huA 20130805 08:22:17< irker221> NX-RPG: E1S3: tweaks to the reveal event 20130805 08:22:20< irker221> NX-RPG: Charles Dang :master * bf95b9c / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/i6DM3w 20130805 08:22:21< irker221> NX-RPG: E1S3: bumped times Rhaen must be bound before scen end 20130805 08:22:24< irker221> NX-RPG: Charles Dang :master * 7bae398 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/AYfjfw 20130805 08:22:25< irker221> NX-RPG: E1S3: switched alliance of sides 4 and 5 (4 is now allied with 2) 20130805 08:22:28< irker221> NX-RPG: Charles Dang :master * a342750 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/3skmiw 20130805 08:22:29< irker221> NX-RPG: E1S3: tweaked dialog and text 20130805 08:57:30-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20130805 09:57:13< irker221> wesnoth-umc-dev: shikadilord * r19138 /trunk/After_the_Storm/ (11 files in 4 dirs): 20130805 09:57:14< irker221> wesnoth-umc-dev: AtS: umcpropfix pass 20130805 10:05:22< irker221> wesnoth-umc-dev: shikadilord * r19139 /trunk/After_the_Storm/units/faeries/Dark_Dusk_Faerie.cfg: 20130805 10:05:23< irker221> wesnoth-umc-dev: AtS: "a particular kind of faerie beings has" -> "[...] have" in the Dusk Faerie unit type description 20130805 10:05:24< irker221> wesnoth-umc-dev: Change advised by 8680. 20130805 10:05:32< irker221> wesnoth-umc-dev: shikadilord * r19140 /trunk/After_the_Storm/_main.cfg: 20130805 10:05:33< irker221> wesnoth-umc-dev: AtS: add wmllint spelling exception for 'marchlands' 20130805 10:05:47< irker221> wesnoth-umc-dev: shikadilord * r19141 /trunk/After_the_Storm/units/faeries/Dark_Dusk_Faerie.cfg: 20130805 10:05:48< irker221> wesnoth-umc-dev: AtS: "a particular kind of faerie beings have" -> "[...] has" in the Dusk Faerie unit type description 20130805 10:05:49< irker221> wesnoth-umc-dev: Change reversal advised by 8680. 20130805 10:06:02< irker221> wesnoth-umc-dev: shikadilord * r19142 /trunk/After_the_Storm/ (changelog dist/VERSION): 20130805 10:06:03< irker221> wesnoth-umc-dev: AtS: version 0.9.6 20130805 10:07:38< irker221> wesnoth-umc-dev: shikadilord * r19143 /tags/trunk/After_the_Storm/0.9.6: 20130805 10:07:39< irker221> wesnoth-umc-dev: Tagging add-on 'After the Storm', release 0.9.6 from trunk, using r19142 20130805 10:43:38-!- bumbadadabum [~bumba@d155109.upc-d.chello.nl] has joined #wesnoth-umc-dev 20130805 11:00:32< irker221> wesnoth-umc-dev: shikadilord * r19144 /trunk/After_the_Storm/ (changelog dist/VERSION): 20130805 11:00:33< irker221> wesnoth-umc-dev: AtS: bump version 20130805 11:00:40< irker221> wesnoth-umc-dev: Now using +dev instead of +svn for the WIP suffix. 20130805 12:49:10-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 256 seconds] 20130805 13:43:53-!- vultraz_laptop [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-umc-dev 20130805 14:02:13-!- irker221 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20130805 14:55:49-!- irker193 [~irker@ai0867.net] has joined #wesnoth-umc-dev 20130805 14:55:49< irker193> NX-RPG: Charles Dang :master * e734cd5 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/qmz0Pw 20130805 14:55:49< irker193> NX-RPG: E1S3: fixed tag typo in simplify_location_filter 20130805 14:55:51< irker193> NX-RPG: Charles Dang :master * f323dbd / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/QxnEJg 20130805 14:55:51< irker193> NX-RPG: E1S3: add the side 2 MAI one turn later 20130805 14:55:54< irker193> NX-RPG: Charles Dang :master * 2a99e7a / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/AkmA7g 20130805 14:55:54< irker193> NX-RPG: E1S3: set schedule so dusk start on turn 5 (same turn as the undead will appear) 20130805 14:55:58< irker193> NX-RPG: Charles Dang :master * 86f3be8 / episode1/maps/03_Gathering_Storm.map,episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/pCuUbg 20130805 14:55:58< irker193> NX-RPG: E1S3: made undead appear on southern castle 20130805 14:56:01< irker193> NX-RPG: Charles Dang :master * ed582d8 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/OpktDQ 20130805 14:56:03< irker193> NX-RPG: E1S3: tweaked some dialog. Decided to make Delenethor Rhanchor's (from E1S2) brother 20130805 14:56:05< irker193> NX-RPG: Charles Dang :master * eb764d4 / units/humans/ (6 files): http://git.io/Ywp8yA 20130805 14:56:06< irker193> NX-RPG: Fixed Northguard die sounds 20130805 14:56:09< irker193> NX-RPG: Charles Dang :master * 7c2228b / units/humans/ (6 files): http://git.io/mshd9g 20130805 14:56:10< irker193> NX-RPG: Added basic attack animations for Northguard 20130805 14:56:14< irker193> NX-RPG: Charles Dang :master * e8685a4 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/oe0GdA 20130805 14:56:14< irker193> NX-RPG: E1S3: made Delenethor a Spectre. Too easy to kill him as a Wraith 20130805 14:59:05< vultraz> I gotta say, git seems faster than svn 20130805 14:59:15< vultraz> especially for things like log viewing (way faster) 20130805 14:59:18< vultraz> synching changes 20130805 14:59:21< vultraz> pulling 20130805 14:59:44< vultraz> but it's especially nice to be able to group commits and push them in segments 20130805 17:05:52-!- skyfaller [~skyfaller@ool-2f11697b.dyn.optonline.net] has joined #wesnoth-umc-dev 20130805 17:05:52-!- skyfaller [~skyfaller@ool-2f11697b.dyn.optonline.net] has quit [Changing host] 20130805 17:05:52-!- skyfaller [~skyfaller@wikipedia/Skyfaller] has joined #wesnoth-umc-dev 20130805 17:08:42-!- mattsc [~mattsc@pd95c109c.dip0.t-ipconnect.de] has joined #wesnoth-umc-dev 20130805 17:33:53-!- mattsc [~mattsc@pd95c109c.dip0.t-ipconnect.de] has quit [Quit: Traveling for most of August, won't be around much.] 20130805 17:46:58< irker193> NX-RPG: Charles Dang :master * 68feefb / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/a3fR4g 20130805 17:46:59< irker193> NX-RPG: E1S3: fixed a scrollto loc 20130805 17:47:05< irker193> NX-RPG: Charles Dang :master * 56a87ca / units/humans/Northguard_Archer.cfg: http://git.io/KLOMiQ 20130805 17:47:06< irker193> NX-RPG: Northguard Archer: 20130805 17:47:07< irker193> NX-RPG: 20130805 17:47:08< irker193> NX-RPG: Hp 27 -> 37 20130805 17:47:09< irker193> NX-RPG: Bow -> Shortbow 20130805 17:47:15< irker193> NX-RPG: Charles Dang :master * fe811a8 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/XesllQ 20130805 17:47:16< irker193> NX-RPG: E1S3: tweaked AI for side 5: 20130805 17:47:17< irker193> NX-RPG: 20130805 17:47:18< irker193> NX-RPG: - Attempted to make them not bother with villages 20130805 17:47:19< irker193> NX-RPG: - Set their grouping to no 20130805 17:47:22< irker193> NX-RPG: Charles Dang :master * 7193143 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/hdF1Qg 20130805 17:47:23< irker193> NX-RPG: E1S3: more gold for all sides 20130805 17:47:26< irker193> NX-RPG: Charles Dang :master * 31f9d38 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/-Js02Q 20130805 17:47:27< irker193> NX-RPG: E1S3: removed duplicate hidden= key in side 4 20130805 17:47:30< irker193> NX-RPG: Charles Dang :master * 8ef38c4 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/KVDRHA 20130805 17:47:31< irker193> NX-RPG: E1S3: added death message for Delenethor 20130805 17:47:38< irker193> NX-RPG: Charles Dang :master * ac39e9b / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/uUKoNw 20130805 17:47:39< irker193> NX-RPG: E1S3: refactored victory mechanics 20130805 17:47:40< irker193> NX-RPG: 20130805 17:47:41< irker193> NX-RPG: * The transport is now the unit attempting to get to the top of the map. You lose if this happens 20130805 17:47:42< irker193> NX-RPG: * Rhaen is a protector, and neither he nor the transport can be attacked by any side, the latter of which only as long as the former is alive 20130805 17:47:43< irker193> NX-RPG: * Once Rhaen is gone, you're free to attack the transport 20130805 18:53:12< irker193> NX-RPG: Charles Dang :master * 8582518 / episode1/scenarios/02_Dwarvish_Trail.cfg: http://git.io/NZLomg 20130805 18:53:13< irker193> NX-RPG: E1S2: made Mind Control spell not work on mechanical units 20130805 18:53:16< irker193> NX-RPG: Charles Dang :master * 228eff5 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/QdCN-w 20130805 18:53:17< irker193> NX-RPG: E1S3: fixed a mis-typed closing tag 20130805 18:53:20< irker193> NX-RPG: Charles Dang :master * df898b2 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/XtC2Bw 20130805 18:53:21< irker193> NX-RPG: E1S3: spawn two guardians for Delenethor when he arrives 20130805 18:53:24< irker193> NX-RPG: Charles Dang :master * 3d15448 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/LSePGw 20130805 18:53:25< irker193> NX-RPG: E1S3: fixed the side 1 attacks Rhaen/transport event filters and added a short delay 20130805 18:53:28< irker193> NX-RPG: Charles Dang :master * 269a1cd / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/Q63vQg 20130805 18:53:29< irker193> NX-RPG: E1S3: tweaked line my Rhaen when he's bound for the final time 20130805 18:53:32< irker193> NX-RPG: Charles Dang :master * 8f3fd12 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/s0MrfQ 20130805 18:53:33< irker193> NX-RPG: E1S3: forgot turns over defeat objectives and gold carryover notes 20130805 18:53:36< irker193> NX-RPG: Charles Dang :master * 7238968 / episode1/scenarios/03_Gathering_Storm.cfg: http://git.io/q8s4LQ 20130805 18:53:37< irker193> NX-RPG: E1S3: added die event for Rhaldir and set his side's income to +4 20130805 18:53:40< irker193> NX-RPG: Charles Dang :master * 5375b3c / episode1/scenarios/01_Seer_and_Outlaw.cfg: http://git.io/pIz3wQ 20130805 18:53:41< irker193> NX-RPG: E1S1: for some reason the income= key in the economy macro was set to "yes" and not "6" 20130805 18:53:44< irker193> NX-RPG: Charles Dang :master * e4f1324 / episode1/scenarios/04_Pursuit.cfg: http://git.io/1bYsKQ 20130805 18:53:45< irker193> NX-RPG: E1S4: Rhaen is a Grand Marshal now, updates his summoning animation image path and starting MUF type 20130805 18:53:48< irker193> NX-RPG: Charles Dang :master * 9a3d3de / episode1/scenarios/02_Dwarvish_Trail.cfg: http://git.io/7caM4Q 20130805 18:53:49< irker193> NX-RPG: E1S2: fixed Mind Control spell targeting all unit adjacent to side 1. Instead, make it only adjacent to $unit.id 20130805 19:04:51< vultraz> E1S3 playable 20130805 19:07:28< irker193> NX-RPG: Charles Dang :master * 79026a8 / episode1/maps/03_Gathering_Storm.map: http://git.io/GEawNg 20130805 19:07:29< irker193> NX-RPG: E1S3: made side 4 start on their keep and not near it 20130805 20:47:14-!- A_Guy [~chatzilla@50.14.231.118] has joined #wesnoth-umc-dev 20130805 20:47:21< A_Guy> Will the AI ever use an allied village to attack from? 20130805 20:51:37< bumbadadabum> nope 20130805 20:53:18< A_Guy> Okay, thanks. 20130805 20:53:43< A_Guy> Any idea who made the Hero's Rite music? 20130805 20:55:52< zookeeper> metadata has an idea 20130805 20:57:25< A_Guy> I have to say, it's quite a wonderful piece. 20130805 20:57:54< zookeeper> certainly 20130805 20:58:14< zookeeper> doug kaufman, in case you didn't already check 20130805 20:59:17< A_Guy> Uh-huh, thanks. 20130805 21:01:53< A_Guy> So I'm wondering, it's a story point to have the main character and his group get ambushed and killed. Would it be best to do it as an unwinnable scenario, or just say it happened? 20130805 21:15:18< zookeeper> will you eventually get to raise all the units which die? if so, then an unwinnable sounds good. 20130805 21:19:09-!- Octalot [~noct@host86-159-76-227.range86-159.btcentralplus.com] has joined #wesnoth-umc-dev 20130805 21:27:51< A_Guy> Yes. 20130805 21:30:55< zookeeper> the thing with unwinnables is that you should reward the player somehow depending on how long they last 20130805 21:31:30< zookeeper> it's kinda pointless to have an unwinnable otherwise 20130805 21:31:38< A_Guy> That's exactly what I think. 20130805 21:33:41< A_Guy> Starting gold for the next scenario will also be based on how long you last. 20130805 21:35:56< zookeeper> i'd imagine that given the undead premise, there could be some interesting new kind of things you could gain there, but... i don't have any specific ideas 20130805 21:37:08< zookeeper> the longer you last, the more of your units turn loyal, which is nice when you get to raise them? just for an example. 20130805 21:38:19< A_Guy> Interesting. 20130805 21:40:51< zookeeper> of course, getting more xp for your units is a nice thing already 20130805 21:57:49< A_Guy> I like the change difficulty setting. Makes testing easier. 20130805 22:05:10< A_Guy> Is there a way to make CA values with attacking with certain units higher than other units? 20130805 22:10:03-!- irker193 [~irker@ai0867.net] has quit [Quit: transmission timeout] 20130805 22:24:48-!- ancestral [~ancestral@209.181.254.217] has joined #wesnoth-umc-dev 20130805 22:27:26< A_Guy> Whoever made the new Northerners theme needs a raise. 20130805 22:27:53< bumbadadabum> A_Guy: I don't think the music contibutors get paid 20130805 22:28:07< bumbadadabum> *contributors 20130805 22:28:09< A_Guy> Yeah :( 20130805 22:58:38< A_Guy> Do you need to have a starting position for a side with no leader? 20130805 22:59:46-!- ancestral [~ancestral@209.181.254.217] has quit [Quit: i go nstuf kthxbai] 20130805 23:30:55< A_Guy> I just realized the resistance tag can't filter for opponent. 20130805 23:33:52< A_Guy> The animals aren't tended to. I better call the zookeeper. 20130805 23:34:18< zookeeper> no, you don't need to 20130805 23:36:03< A_Guy> Uh-huh, thanks. 20130805 23:36:29< A_Guy> So there's no way I can get resistance to only filter for certain opponents without doing it in a hackish way which doesn't register in the combat screen? 20130805 23:39:02< zookeeper> well, you can give each of the unit's attacks a [damage] special which modifies the enemy's damage, but other than that i don't think so. 20130805 23:40:09< zookeeper> of course that doesn't work if the unit only has a melee attack but needs the damage mod even when defending against ranged, etc. 20130805 23:41:25< zookeeper> and sure there's still the possibility of giving every unit's every attack a hidden [damage] special which modifies their damage against your unit type. 20130805 23:42:34< A_Guy> Uh-huh. 20130805 23:42:51< A_Guy> Not for the campaign, but for something else, I was thinking of an ability which tripled an opponent's negative resistance. 20130805 23:50:46< A_Guy> So what kinds of right-click menus, if any, are okay for a campaign? 20130805 23:53:04 * zookeeper shrugs 20130805 23:53:39< zookeeper> there's not exactly a list on that anywhere 20130805 23:55:23< A_Guy> Uh-huh, just wanted to make sure there wasn't any sort of taboo on right-click menus in case I wanted to use one. --- Log closed Tue Aug 06 00:00:21 2013