--- Log opened Wed Mar 14 00:00:35 2018 20180314 00:02:42< Ravana_> provided you don't need multihex units move or animate, it should be doable without problems 20180314 00:03:29<+discordbot1> with what kind of method? 20180314 00:03:41<+discordbot1> Do you know Chrono Trigger? 20180314 00:03:47<+discordbot1> I was thinking of something like a lavos core 20180314 00:03:50<+discordbot1> which indeed wouldn't move xD 20180314 00:03:58<+discordbot1> but moving multihex units would also be cool 20180314 00:04:02< Ravana_> synchronizing units after each hit/attack end 20180314 00:04:25<+discordbot1> This thing 20180314 00:04:26<+discordbot1> https://cdn.discordapp.com/attachments/231976805987385345/423270133004238849/unknown.png 20180314 00:04:37<+discordbot1> or alternatively I was thinking this too 20180314 00:04:37<+discordbot1> https://cdn.discordapp.com/attachments/231976805987385345/423270179682910209/unknown.png 20180314 00:05:14<+discordbot1> Man I feel so guilty for not knowing how to code at all 20180314 00:05:30<+discordbot1> but it feels like too late to learn, idk.. 20180314 00:05:51<+discordbot1> hmmm, but it would display as multiple units still 20180314 00:07:25< octalot> Multiple units that share the same total HP would be possible (they'd probably show multiple hp bars, but attacking any unit could damage all of them) 20180314 00:08:38<+discordbot1> right, that's pretty simple 20180314 00:08:55< octalot> Crimson, coding is like art, it's natural to some people and not to others 20180314 00:08:56<+discordbot1> but it would be a fancy trick to have a multihex unit that looks like its only one unit 20180314 00:09:26< Ravana_> with hp_bar_scaling you should be able to get rid of extras 20180314 00:10:22<+discordbot1> hmm 20180314 00:10:39<+discordbot1> I guess it would be possible to make a bunch of empty hex dummy units for the body 20180314 00:10:57<+discordbot1> synchronize their health with the main one, and scale their health bars 20180314 00:11:28<+discordbot1> guess I'll draw a big demon and try it out 20180314 00:11:35<+discordbot1> some time 20180314 00:12:22<+discordbot1> I honestly dont think I have a bright future because I'm just mostly into chess and playing the accordion, I also have this fear that if I learn to code then it will interfere with chess 20180314 00:12:46<+discordbot1> but well I do have some better ideas; people have helped me out here pretty well about this kind of thing 20180314 00:12:48<+discordbot1> like Yumi 20180314 00:16:28< celticminstrel> You can easily get units to visually occupy multiple hexes, but they'd still logically occupy just one of those hexes... 20180314 00:16:43< celticminstrel> I'm not sure if there's a way around this... 20180314 00:22:26<+discordbot1> what I mean is you make a unit that's actually a group of units 20180314 00:22:31<+discordbot1> that share the same health 20180314 00:23:02<+discordbot1> you could put a "real" unit on a hex, then surround it with dummy units that just use a blank hex 20180314 00:23:26<+discordbot1> But when you hit it from the edge, would the dummy units synchronize? 20180314 00:23:29<+discordbot1> with the real unit 20180314 00:23:33<+discordbot1> yes 20180314 00:23:40<+discordbot1> ah 20180314 00:25:01< zookeeper> @Voidwarrior you can use :clear, yes? 20180314 00:27:29<+discordbot1> zookeeper: if you are referring to the debug messages, no 20180314 00:27:43< zookeeper> oh. interesting. 20180314 00:28:04<+discordbot1> they are displayed the same way "enemy unit sighted" is displayed 20180314 00:28:26<+discordbot1> which actually ends up being quite annoying... 20180314 00:29:05< zookeeper> oh _those_ messages. 20180314 00:29:09<+discordbot1> oh very good point 20180314 00:29:11<+discordbot1> I didn't think about that 20180314 00:29:23< zookeeper> yeah you can't make those go away faster, sadly. 20180314 00:29:56<+discordbot1> Well if you guys could make this work then that would be ingenious xD 20180314 00:38:09-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20180314 00:41:54-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20180314 00:53:14<+discordbot1> hm 20180314 00:53:18<+discordbot1> that would be interesting 20180314 00:54:15<+discordbot1> but in practical terms one boss unit surrounded by dummy units so when you attack a dummy unit its like you attacked one and the same unit, would the boss be able to attack with all of its dummy units each turn? 20180314 00:54:31<+discordbot1> if so could it still be considered one unit 20180314 00:55:10<+discordbot1> and if not then that means i can attack a 3 hex unit with 9 units and not just 6 20180314 00:56:33<+discordbot1> I was thinking it would just attack once, and be synchronized 20180314 01:12:02-!- Bonobo [~Bonobo@203.111.185.228] has joined #wesnoth 20180314 01:39:12-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180314 02:04:39-!- Narrat [~Narrat@p5DCC6D18.dip0.t-ipconnect.de] has quit [Quit: They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.] 20180314 02:05:37<+discordbot1> just wondering, is the android port working? 20180314 02:05:49<+discordbot1> I can't seem to connect to the sourceforge server 20180314 02:06:10<+discordbot1> perhaps sf is down? 20180314 02:07:30<+discordbot1> doesn't look like it 20180314 02:07:47<+discordbot1> i was wondering if they took it down or something 20180314 02:13:53-!- Ivanovic [~ivanovic@p579FBA67.dip0.t-ipconnect.de] has quit [Ping timeout: 248 seconds] 20180314 02:16:41<+discordbot1> are you talking about the 1.12 android port? 20180314 02:26:22<+discordbot1> I feel like there was a complaint about the debug messages when they were added but nothing ever came of the discussion 20180314 02:29:57<+discordbot1> would be nice if they could either be removed or displayed in a way that doesn't cover the screen 20180314 02:47:43<+discordbot1> Unless you wanted to be a stickler about fitting into places and not overlapping things, a reasonable way to do a multihex unit might just be to respawn the dummy units around the core unit after it moves each turn 20180314 02:51:01-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20180314 02:54:38<+discordbot1> yea i'm trying out the 1.12 android port 20180314 02:54:44<+discordbot1> doesn't look like i can connect 20180314 03:04:52<+discordbot1> @Visage that's how you'd have to do it; one nasty would be getting the AI to understand how to use it 20180314 03:05:46<+discordbot1> You'd have to despawn the dummies on the AI turn for movement purposes 20180314 03:07:36<+discordbot1> For sure 20180314 03:24:48-!- Ivanovic [~ivanovic@p4FC53D61.dip0.t-ipconnect.de] has joined #wesnoth 20180314 03:42:58-!- synthpopisback [~synthpopi@cpe-2606-A000-7947-5000-811E-50A2-1C94-EF1D.dyn6.twc.com] has joined #wesnoth 20180314 03:44:54-!- synthpopisback [~synthpopi@cpe-2606-A000-7947-5000-811E-50A2-1C94-EF1D.dyn6.twc.com] has quit [Client Quit] 20180314 03:48:20-!- synthpopisback [~synthpopi@cpe-2606-A000-7947-5000-811E-50A2-1C94-EF1D.dyn6.twc.com] has joined #wesnoth 20180314 03:59:58-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180314 04:14:08-!- deathisundead [~quassel@unaffiliated/the-unforgiven/x-8713611] has quit [Read error: Connection reset by peer] 20180314 04:15:23-!- nore [~ncourant@51.15.135.137] has quit [Ping timeout: 252 seconds] 20180314 04:16:08-!- nore [~ncourant@51.15.135.137] has joined #wesnoth 20180314 04:26:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180314 04:26:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180314 05:59:40<+discordbot1> yo 20180314 06:05:22<+discordbot1> ive got kind of an odd question but does anyone have the tilesets for the game? I want to see if I can modify them to make new ones but I cant find an image of them anywhere 20180314 06:06:23<+discordbot1> data/core/images/terrain/ in the game data directory (more info on finding that here: https://wiki.wesnoth.org/EditingWesnoth). 20180314 06:06:34<+discordbot1> They're individual images, though. 20180314 06:06:48<+discordbot1> I can work with that though thank you! 20180314 06:07:41<+discordbot1> No problem. Also bear in mind that data/core/images/scenery/ and data/core/images/items/ have images for items that can be picked up and miscellaneous props. 20180314 06:08:08<+discordbot1> sweet I just found it, all of this is useful! 20180314 06:43:10<+discordbot1> What's with the bob anim of the runemaster? It is a copy of the runesmith bob anim, so I don't quite understand the critique https://wesnoth.org/forum/viewtopic.php?p=589063#p589063 20180314 06:44:26-!- Ivanovic_ [~ivanovic@p4FC53D61.dip0.t-ipconnect.de] has joined #wesnoth 20180314 06:45:22-!- Ivanovic [~ivanovic@p4FC53D61.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20180314 06:46:19-!- Ivanovic_ is now known as Ivanovic 20180314 08:03:10-!- Haudegen [~quassel@178.115.237.87] has joined #wesnoth 20180314 08:42:16-!- octalot [~steve@178.115.128.47.wireless.dyn.drei.com] has quit [Ping timeout: 246 seconds] 20180314 08:43:44-!- Bonobo [~Bonobo@203.111.185.228] has quit [Ping timeout: 260 seconds] 20180314 08:44:11-!- Bonobo [~Bonobo@61.68.89.80] has joined #wesnoth 20180314 08:52:18-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20180314 09:44:52-!- vladimirslavik [vslavik@nat/redhat/x-qnxckcolsewcajjq] has joined #wesnoth 20180314 09:45:08-!- vladimirslavik [vslavik@nat/redhat/x-qnxckcolsewcajjq] has quit [Changing host] 20180314 09:45:08-!- vladimirslavik [vslavik@wesnoth/translator/VladimirSlavik] has joined #wesnoth 20180314 11:33:54-!- Haudegen [~quassel@178.115.237.87] has quit [Remote host closed the connection] 20180314 12:01:32-!- vslavik [vslavik@nat/redhat/x-ulbljwebdeljqkmk] has joined #wesnoth 20180314 12:03:59-!- vladimirslavik [vslavik@wesnoth/translator/VladimirSlavik] has quit [Ping timeout: 252 seconds] 20180314 12:21:19-!- DeFender1031 [~DeFender1@dsl217-132-38-129.bb.netvision.net.il] has quit [Ping timeout: 260 seconds] 20180314 12:22:58-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has joined #wesnoth 20180314 12:24:40-!- DeFender1031 [~DeFender1@dsl217-132-38-129.bb.netvision.net.il] has joined #wesnoth 20180314 13:03:33-!- vslavik__ [vslavik@nat/redhat/x-qrarhkqtgvrdzgzd] has joined #wesnoth 20180314 13:06:21-!- vslavik [vslavik@nat/redhat/x-ulbljwebdeljqkmk] has quit [Ping timeout: 256 seconds] 20180314 13:32:30-!- vslavik [vslavik@nat/redhat/x-bslrulmleghclhqx] has joined #wesnoth 20180314 13:35:08-!- vslavik__ [vslavik@nat/redhat/x-qrarhkqtgvrdzgzd] has quit [Ping timeout: 256 seconds] 20180314 14:30:04-!- vslavik__ [vslavik@nat/redhat/x-gjnwimdlfiolifbe] has joined #wesnoth 20180314 14:32:27-!- vslavik [vslavik@nat/redhat/x-bslrulmleghclhqx] has quit [Ping timeout: 240 seconds] 20180314 14:42:02-!- vslavik [vslavik@nat/redhat/x-mrgjcpnjumxpeoji] has joined #wesnoth 20180314 14:44:30-!- vslavik__ [vslavik@nat/redhat/x-gjnwimdlfiolifbe] has quit [Ping timeout: 246 seconds] 20180314 15:07:16-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180314 15:07:24-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180314 15:10:32-!- vslavik__ [vslavik@nat/redhat/x-dsjmxkuwqrxgzfyr] has joined #wesnoth 20180314 15:13:17-!- vslavik [vslavik@nat/redhat/x-mrgjcpnjumxpeoji] has quit [Ping timeout: 256 seconds] 20180314 15:53:17-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180314 15:53:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180314 15:58:51-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20180314 16:16:16-!- vslavik__ [vslavik@nat/redhat/x-dsjmxkuwqrxgzfyr] has quit [Quit: Leaving] 20180314 17:58:03-!- Haudegen [~quassel@212-186-77-29.static.upcbusiness.at] has quit [Remote host closed the connection] 20180314 18:03:00-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth 20180314 18:03:03< hk238> hi 20180314 18:03:35<+discordbot1> Hello, hk238 20180314 18:07:57-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20180314 18:35:55<+discordbot1> Hello everyone! 20180314 18:37:30<+discordbot1> Hello! 20180314 18:49:51<+discordbot1> Hi there! 20180314 19:03:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180314 19:03:55-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20180314 19:15:54-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has joined #wesnoth 20180314 19:20:25-!- octalot [~steve@91.141.1.100.wireless.dyn.drei.com] has joined #wesnoth 20180314 20:29:10< hk238> hm 20180314 20:29:51< hk238> I was thinking that there's this theme in like some campaigns that there's different kinds of environmental effects related to schedule, such as burning heat with the suns and snowstorm in loti campaign 20180314 20:30:36< hk238> so I was wondering maybe it would be a considerable feature as part of such weather effects to have localized weather, such as a snowstorm that appears on specific parts of the map, like in some blobs of different shapes? 20180314 20:33:19< DeFender1031> totally doable. 20180314 20:33:53< hk238> :D 20180314 20:34:21< DeFender1031> wouldn't be a "feature" though, any more than the effects you described are "features" 20180314 20:34:43< hk238> sorry.. how do you define a feature in this context?: O 20180314 20:34:45< hk238> oops 20180314 20:35:02< DeFender1031> I would define a "feature" as something built into the wesnoth engine or API 20180314 20:35:21< hk238> oh I guess it's true then 20180314 20:35:33< DeFender1031> these things are either wml events or lua code added to scenarios to make them do those things. 20180314 20:35:50< DeFender1031> and are already 100% doable with the existing feature set 20180314 20:36:19< hk238> yes I was thinking about wml events.. Has anyone tried doing something like that? It's pretty interesting to think about? 20180314 20:36:52< DeFender1031> I don't know. 20180314 20:38:28< DeFender1031> might be cool to have such a storm change terrain in its wake to a snowy version, and perhaps have the snowy terrain revert to normal a couple of turns after the storm passes... hmm 20180314 20:39:06< hk238> that would be interesting, sort of like a dynamic environmental changes, although there's something slightly resembling of that in one of the survival scenarios? 20180314 20:39:28< hk238> I was also thinking you could have like this 'blizzard animation' overlapping blobs of certain size 20180314 20:39:41< hk238> I wonder how to go about the math related to it 20180314 20:40:19< hk238> like if you have a blob of size 8x8 for an example, you'd have some more blizzard in the center, less towards the outer edges? 20180314 20:40:30< hk238> how about vector fields what can do you with them in this hex grid? :d 20180314 20:40:49< DeFender1031> i'd just go with a certain diameter and then add random additional hexes onto the edges 20180314 20:47:47< hk238> hmm if you would have something that was sort of continuous environmental dynamics 20180314 20:48:05< hk238> what could contain? Like let's say if you have just a plain map with some terrain (non-indoor for now) 20180314 20:48:36< hk238> what kind of things would you like to track? wind direction? Temperature? Airpressure? Amount of snow/rainfall? 20180314 20:49:28< hk238> and how could terrain interact with it? Mountains diverting airflow? I don't know 20180314 20:50:47< hk238> also schedule provides some global changes I suppose 20180314 20:51:14< hk238> hmm perhaps you could have some random additional global changes over the schedule, such as, schedule defining whether it's day, random chances defining whether it's unusually cloudy or something 20180314 20:53:35< DeFender1031> So that's way more specific than I'd have been... I'd have just had the storm moving in a particular direction and have it randomly decide each round whether to continue in that direction or change direction by 60 degrees (the former option being more heavily weighted). 20180314 20:54:06< DeFender1031> But yeah, you can probably do all sorts of interesting weather pattern stuff if you really wanted to 20180314 20:54:22< hk238> yeah I suppose this speculation would describe an unnecessarily complex system, but I suppose you could think about it in a complex form and then strip it down to something simpler 20180314 20:54:44< DeFender1031> It might make the game TOO chaotic and unpredictable though. 20180314 20:55:51< hk238> yeah especially if there's high volatility and unpredictability of the weather system.. as in sudden big changes as opposed to a somewhat forecastable system with smaller changes and.. clouds reducing or growing in size 20180314 20:56:20< hk238> well that's one thing you could build this around 20180314 20:56:36< hk238> clouds of different sizes, either growing or shrinking, and moving over the map 20180314 20:56:51< hk238> when there's blizzards or something then those clouds would be associated with snowfall.. 20180314 20:57:11< hk238> there's endless possibilities. :D 20180314 21:02:06< hk238> with that comes the problem of calculating where a cloud is and is not, and the intensity of the cloud in a given hex 20180314 21:05:24< hk238> perhaps it would be possible to make it as a combination of two things, basically some sort of vector field that represents wind direction and amount in a certain hex 20180314 21:06:04< hk238> and that would be done by calculating somekind of gradient vectors over the hexes, im not exactly sure how to do that though.. so basically you'd have these little arrows associated with each hex 20180314 21:06:31< hk238> and they would represent the wind from that hex to the adjacent hexes, and that would reduce to a single hex, which the arrow is most pointing towards, and a number 20180314 21:07:00< hk238> once you would have these map of arrows to go with the hexes, then you could use them to calculate how much the clouds move 20180314 21:10:31< hk238> how to do the calculations exactly im not sure :D 20180314 21:11:09< hk238> but you could have a global factor like wind direction and intensity 20180314 21:11:15< hk238> which would direct the smaller arrows on the map.. 20180314 21:11:43< hk238> and that would probably result to something like clouds moving in circles depending on how erratic the global wind direction changes are 20180314 21:15:30<+discordbot1> Dark Forecast is the map with fixed weather masks 20180314 21:15:44<+discordbot1> * scenario 20180314 21:15:47< hk238> yes that's the one I was thinking about but couldn't remember the name 20180314 21:17:47< hk238> any ideas about how to calculate this kind of thing? :o 20180314 21:26:27<+discordbot1> I'm not an expert on meterology 20180314 21:27:03<+discordbot1> The application to wesnoth is the easy part 20180314 21:27:09< hk238> yeah I mean like just the vector part if you'd try to create these little arrows for each hex, how to go about that? :o 20180314 21:27:39<+discordbot1> Just use a vector. Two numbers in Lua 20180314 21:28:14< hk238> That's convenient, I was thinking about how to do the dynamic itself, like how to decide what the vector is for each hex? :o 20180314 21:28:46< hk238> (which though amounts to solving the entire problem I guess) 20180314 21:28:46< hk238> :D 20180314 21:29:00<+discordbot1> Build or find a climate model 20180314 21:29:07<+discordbot1> Yes. 20180314 21:29:43< hk238> basically the problem is that you can assign those vectors to all hexes arbitrarily, but then they would be arbitrary and there would be very little feel for weather 20180314 21:30:00< hk238> so the solution involves something like deciding a way in which the vector of each hex, depends on the adjacent hexes 20180314 21:30:49-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth 20180314 21:30:51< hk238> one way would to try and do something like a requirement that the total flow doesn't drop and each hex would have a resistance to flow, so for an example, let's say mountains would block all flow of air, and other hexes would totally permit flow 20180314 21:31:50< hk238> then you would have that if the total flow was to remain constant, then the amount of escaping flow must equal the amount of entering airflow.. this then would be problematic but.. it's a sketch of what could be going on? :D 20180314 21:32:07< hk238> any thoughts about that perhaps? :d 20180314 21:33:55< hk238> I suppose once the model somewhat works with the must remain constant rule, you could device ways which amount to exit flow, such as friction or something like that (it doesnt have to have an effect exactly), so for an example, let's say there's a forest and you have a vector associated with it, then perhaps you could say that for every 10 units of windspeed, the forest sinks 1 unit of wind.. 20180314 21:35:17< hk238> so let's say you assign an initial vector to the left hand side of the map, which is pointing to the right, or one of the 6 primary directions rather.. hmm well I'm not so sure how to go about this 20180314 21:35:35< hk238> it would be easier to generate some global equation and then pick a point and figure out what the vector is there 20180314 21:36:05< hk238> but im not sure what that global equation is when it's represented by a hex grid or even how to introduce some effects 20180314 21:40:20< hk238> hm perhaps I assigned incorrect initial rules and that's making this difficult 20180314 21:41:38< octalot> I'm wondering what the change on the gameplay would be, how would the weather change the game? Then maybe take the effects you want, and simplify the weather to provide those effects. 20180314 21:42:01< hk238> you're probably right in that it might be an easier problem to solve, to go for the desired gameplay effects directly 20180314 21:42:30< hk238> but on the other hand, figuring out how to do this vector field business might be an elegant way to do it and also it might create an interesting system in that it would be dynamic 20180314 21:45:28< hk238> right now it seems that figuring out how to do those little arrows is at the core of problem in a manner that has this feel of continuity and flow 20180314 21:47:15< hk238> hmm perhaps it was incorrect to thnk that it would reduce to a single hex and a number, maybe it should reduce to a direction like 360 degrees, and an value, and then that direction arrow would reduce to a ratio of up to two adjacent hexes 20180314 21:48:46< hk238> like if the direction was exactly north, then the arrow would be totally pointing to the hex to the north, but if it was 10 degrees west from north, then you'd have a ratio of how much it's pointing to the hex towards the north, and "the northwest hex" although im just thinking about the counterclockwise neighbour of the hex directly towards the top of the screen 20180314 21:50:00< octalot> Similar ideas could be applied to water movement, and we could have rivers and lakes where movement in one direction costs less than movement in the opposite direction. 20180314 21:50:31< hk238> hmm that seems interesting 20180314 21:52:09< hk238> to put it another way you could say there's 6 unit vectors with direction corresponding to the primary hex neighbours 20180314 21:53:05< hk238> and then you could find a representation for a vector that has an arbitrary angle from 0 to 360 degrees, such that it would be a linear combination of two adjacent unit vectors 20180314 21:54:22< hk238> linear combination meaning a sum with a coefficient on the unit vectors like A times North plus B times Northwest 20180314 21:54:56< hk238> in case the term was unfamiliar or if it was unclear what it means in this context 20180314 21:54:56< hk238> :D 20180314 21:57:58< hk238> hmm though maybe that's unnecessary maybe it could just still be those 6 directions and forget about the 360 degrees 20180314 21:58:22-!- Haudegen [~quassel@178.115.237.87] has joined #wesnoth 20180314 22:01:58< hk238> although I guess you could look at some hex and say there's 6 principal directions.. and the total flow must equal 0 for each given hex 20180314 22:03:08< hk238> and then if you have something like -50 units south, then you'd need to have the other directions total 50 too, although that would mean it could be -50 South and 50 Southeast so that alone doesn't work and then there would be lots of different solutions depending on how you'd start to fill in those arrows rather than calculating some averages 20180314 22:06:20< hk238> anyhow when this arrow problem was solved it would be possible to then calculate the arrows, and apply it on something like clouds 20180314 22:26:57-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has quit [] 20180314 22:33:02-!- vultraz [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20180314 23:23:04-!- Narrat [~Narrat@p5DCC6D18.dip0.t-ipconnect.de] has joined #wesnoth 20180314 23:37:58-!- hk238 [~kvirc@unaffiliated/hk238] has quit [] 20180314 23:38:09-!- octalot [~steve@91.141.1.100.wireless.dyn.drei.com] has quit [Ping timeout: 264 seconds] 20180314 23:47:20-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20180314 23:55:58-!- vultraz [uid24821@wesnoth/developer/vultraz] has joined #wesnoth --- Log closed Thu Mar 15 00:00:16 2018