--- Log opened Thu Sep 13 00:00:48 2018 20180913 00:09:26-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180913 00:34:06-!- gfgtdf_ [~Daniel@x55b0d561.dyn.telefonica.de] has joined #wesnoth-umc-dev 20180913 00:37:27-!- gfgtdf [~Daniel@x2f61262.dyn.telefonica.de] has quit [Ping timeout: 252 seconds] 20180913 00:59:34-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20180913 02:18:01-!- gfgtdf_ [~Daniel@x55b0d561.dyn.telefonica.de] has quit [Quit: Leaving] 20180913 03:52:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180913 03:52:39-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180913 04:58:55-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180913 06:00:20< vn971> @ResExsention I guess it could be possible, but personally, I'm trying to keep it dead simple for now. 20180913 06:00:57< vn971> if people won't like it, then it makes no sense to spend a lot of time on it. Won't get too popular even with the fastest AI. 20180913 06:49:49-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180913 08:15:56-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20180913 08:34:25<+wesdiscordbot> @ResExsention FORCE_CHANCE_TO_HIT has the problem that it does not visually chance the hit chances, e.g. in the attack dialogue. status.invulnerable=yes can be used if you want to have it to be 0 20180913 08:56:25< vn971> Ravana_: you could be interested in my updated approach to "new version" notification: https://github.com/vgaming/less_random/blob/master/less_random/lua/advertisement.lua 20180913 08:56:50< vn971> It's being initialized and called from WML in a "start" event: https://github.com/vgaming/less_random/blob/master/less_random/_main.cfg#L45 20180913 08:57:33< vn971> The lua file itself should be copy-able between add-ons. So it's kinda generic, receiving the necessary details from WML as Lua arguments. 20180913 08:58:57< vn971> Basic overview. If you do not have the add-on, then you get a message at "start" telling you that this add-on is in effect and showing you this add-on-s description. 20180913 09:03:31< vn971> If you do have this add-on, then your version is compared to versions of all other sides in game. If the highest version does not equal to your own, then you're shown an "upgrade" suggestion. 20180913 09:33:17< Soliton> neat 20180913 10:31:51-!- gfgtdf [~Daniel@x55b0d561.dyn.telefonica.de] has joined #wesnoth-umc-dev 20180913 10:32:17< gfgtdf> vn971: your modification is missing the type=mp attribute. 20180913 10:35:27< gfgtdf> vn971: also istead of looping with wesnoth.synchronize_choice is better (faster) to use wesnoth.synchronize_choices since it will allow the clients to send their info in any order. 20180913 10:41:02-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180913 10:41:50< vn971> gfgtdf: thanks, I'll take a look at sync_choices. I do have type="mod_mp" -- is that good? 20180913 11:03:04< gfgtdf> no, i mean in [modification] not in server.pbl 20180913 11:05:30< gfgtdf> (alternativeley you coudl remove the ifdef MULTIPLAYER) then the mod will work in sp and mp and the type=mp is not needed 20180913 11:20:05< Soliton> gfgtdf: i've rebuilt the server with your recent bugfix, btw. did not restart yet though. 20180913 11:20:26< Soliton> it didn't look that urgent to me. 20180913 11:25:38< vn971> gfgtdf: thanks! I decided to go with #ifdef MULTIPLAYER removal for now. 20180913 11:28:07< gfgtdf> yes it not that urgend i only ran into it once since 1.14 20180913 11:42:07<+wesdiscordbot> you could add type=hybrid then 20180913 12:36:00< hk238> vote for mainline centaur faction 20180913 12:36:00< hk238> :D 20180913 12:48:05-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-umc-dev 20180913 13:01:15-!- celticminstrel is now known as celmin|away 20180913 13:19:43< gfgtdf> : that unitcode uparrao you use in that addon, i think some systems cannot show that and hsow squared instead 20180913 14:19:58-!- vn971 [~vasya@94.158.103.15] has quit [Ping timeout: 244 seconds] 20180913 15:55:08-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-umc-dev 20180913 16:09:30< vn971> gfgtdf: yeah, probably. Mostly works though I hope. And it'll be more or less OK with squares instead of the unicode as well I guess. 20180913 16:12:59< vn971> OK I started to think that my "Less Random" add-on might be a bit too complex for folks to appreciate. I'm now thinking on simplifying it the other way: reducing damage of all units by 2x, but increasing strikes 2x. 20180913 16:16:44<+wesdiscordbot> you might run into some rounding problems then 20180913 16:17:01<+wesdiscordbot> e.g. 5-4 elvish fighter becomes 2-8 or 3-8? 20180913 16:17:04<+wesdiscordbot> difference is quite a lot 20180913 16:17:42<+wesdiscordbot> same for archer 20180913 16:19:30< vn971> @Yumi probably 2, but yes, roundings could bite. 20% in this case. 20180913 16:20:45<+wesdiscordbot> that would also make the difference between dexterous archer/not dexterous even more than before 20180913 16:21:03<+wesdiscordbot> the not dexterous archer would probably be pretty weak 20180913 16:21:08<+wesdiscordbot> and the dexterous one extremely strong 20180913 16:22:01< vn971> Well IDK, another idea is to abandon the approach at all. IDK. I played it once and the other player seem to like it, but then again many other players are somewhat opposing the idea. (No wonder about that though considering the vast history if luck-altering add-ons all of which have flaws.) 20180913 16:22:29<+wesdiscordbot> pure multiplications are okay because they don't run into rounding problems 20180913 16:22:51<+wesdiscordbot> divisions with small damage values can result in 50% damage differences, like in the case with the dexterous vs. non dexterous archers 20180913 16:23:41< vn971> Yumi: there's one rounding problem when I downscale to apply poison and upscale back to unapply it though. I think I saw unit-s HP somehow magically staying the same, but maybe it was a coincidence. Generally I'd expect small rounding problems there. 20180913 16:23:43<+wesdiscordbot> of course in teh case of the spearman or swordsman, that makes the strong trait almost useless 20180913 16:23:56<+wesdiscordbot> probably 20180913 16:24:12<+wesdiscordbot> since under a certain amount of hp 20180913 16:24:20<+wesdiscordbot> your division will leave the unit with 1 hp 20180913 16:24:29<+wesdiscordbot> so poison doesn't apply, but it re multiplies or something 20180913 16:24:36<+wesdiscordbot> or unstores, however you do it 20180913 16:24:39< vn971> yes that stuff too. 20180913 16:25:37< vn971> *AFK 20180913 16:43:55< hk238> you could also go for a slightly more modest change of changing the number of strikes units have by 1 or 2 upwards 20180913 16:44:13< hk238> but that would also considerably influence like charging units, first strike 20180913 16:45:30< hk238> still if horseman was 3 attacks and thunderer 2, dark adepts 3, it would be reasonable 20180913 16:46:11< hk238> although the scaling of 1 extra attack for units with 1 attack is equivalent to multiplying strikes by 2 20180913 16:48:52< hk238> damage could also be somewhat random, I think that might be interesting 20180913 16:49:10< hk238> I think there's an add-on for that too 20180913 16:51:31< hk238> but it's also possible to scale total hp to avoid rounding having too much influence on efficacy 20180913 16:52:50< hk238> like for an example the maximum deviation is basically 0.5 points of damage per attack, if the base value is 2, then you could have a 25% increase or decrease.. but hp is scaled so that base damage per attack is 8, then 0.5 out of that is only 6.75%? 20180913 16:53:55< hk238> although I guess it can vary depending on how many times rounding is applied 20180913 16:54:37< hk238> and also I guess I was considering the usual rounding effect.. where as that would be added on top of change by scaling 20180913 19:11:15-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180913 19:11:21-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180913 20:07:54-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180913 20:08:00-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180913 21:09:15-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 252 seconds] 20180913 21:31:31-!- gfgtdf [~Daniel@x55b0d561.dyn.telefonica.de] has quit [Quit: Leaving] 20180913 23:00:51-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180913 23:00:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180913 23:36:07-!- celmin|away [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180913 23:36:46-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-umc-dev --- Log closed Fri Sep 14 00:00:49 2018