--- Log opened Sun Jan 13 00:00:38 2019 20190113 01:31:16-!- gfgtdf [~Daniel@x4d0363e7.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 20190113 01:47:09< irker602> wesnoth/wesnoth:master josteph 8cbc3a4477 Fix markup in README. AppVeyor: All builds passed 20190113 02:44:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190113 03:21:44< irker602> wesnoth/wesnoth:master nemaara 33f6be6fa4 DiD S3: reduced ai starting HP AppVeyor: All builds passed 20190113 06:12:31< irker602> wesnoth/wesnoth:master beetlenaut 2efcfa3611 SotA: Add ability to recruit a variety o AppVeyor: All builds passed 20190113 06:38:14< irker602> wesnoth/wesnoth:master beetlenaut b7b200fe7c SotA: Add ability to recruit a variety o AppVeyor: All builds passed 20190113 07:53:23-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20190113 08:30:16-!- celticminstrel is now known as celmin|sleep 20190113 09:38:26-!- irker602 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190113 09:38:40-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190113 11:36:43-!- irker480 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190113 11:36:43< irker480> wesnoth/wesnoth:master Vlad Drozdov 46bbb01d30 Added the mutex for the ci_search functi AppVeyor: All builds passed 20190113 11:54:09-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190113 13:59:50< irker480> wesnoth/wesnoth:master nemaara e4fa4b6ac6 DiD S7: updated gameplay AppVeyor: All builds passed 20190113 15:25:10-!- celmin|sleep is now known as celticminstrel 20190113 17:00:25-!- irker480 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190113 17:26:53< celticminstrel> @Yumi your suggestion on #3861 has a "typo" - should be "Anyone who manages to tame" 20190113 18:00:08<+wesdiscordbot> any is used as the subject 20190113 18:00:35<+wesdiscordbot> it should be grammatically correct as is I think 20190113 18:01:31<+wesdiscordbot> the into vs. in to, I left it as the original but into is better so I changed it 20190113 18:01:34<+wesdiscordbot> celmin^ 20190113 18:02:01<+wesdiscordbot> err changed it now I mean 20190113 18:16:14<+wesdiscordbot> Anyone have any idea what's going on here: https://steamcommunity.com/app/599390/discussions/0/2789318172117257403/ I assume it's another problem with the scenario editor. 20190113 18:19:33<+wesdiscordbot> in English, "Unexpected characters after variable name (expected , or =)" 20190113 18:20:15<+wesdiscordbot> @Pentarctagon I guess he should delete the map, then delete his cache ? 20190113 18:20:34<+wesdiscordbot> And pastebin the map somewhere so we can try and find the bug 20190113 19:00:35-!- irker762 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190113 19:00:35< irker762> wesnoth: gfgtdf wesnoth:master 7ea1377945e6 / data/lua/wml/modify_unit.lua: fix modify_unit optimisation for recall units. https://github.com/wesnoth/wesnoth/commit/7ea1377945e612b9125a298c3c23d2e7a4aa06c4 20190113 19:25:41< zookeeper> @Yumi you found no way to revise the guards of S7 without using nonstandard moves/vision rules? because that's the kind of thing that usually immediately gets on a proverbial "someone should revise this to work within standard rules, if possible" todo list. 20190113 19:27:36<+wesdiscordbot> I would have to make the map prohibitively big if I wanted to use standard vision 20190113 19:29:48<+wesdiscordbot> in the original it was actually pretty much impossible to sneak into the city 20190113 19:30:08<+wesdiscordbot> you would always get spotted, and it'd turn into a normal cut your way through enemy lines scenario 20190113 19:30:27<+wesdiscordbot> ofc there was the option of using shadows to assassinate, I've preserved that but now you can sneak through most of the scenario if you so choose 20190113 19:32:40< zookeeper> iiiif you want some other ideas... 20190113 19:33:32<+wesdiscordbot> I don't mind, but I'm not going to implement something extreeemly complicated 20190113 19:34:01<+wesdiscordbot> anyway more ideas are always good 20190113 19:38:50-!- gfgtdf [~Daniel@x4d083fef.dyn.telefonica.de] has joined #wesnoth-dev 20190113 19:40:46< zookeeper> well, i'd _think_ it would be possible to do it like this: guards are stationary, attack only enemies they can see, and then return to their post (i think there's a MAI for that). so, you could spam some bats, distract guards one by one and sneak past them through the vision holes they leave when they're killing off your bats. maybe tath is bat country so they don't suspect anything too 20190113 19:40:46< zookeeper> weird if some bats are flapping about at night being a nuisance. 20190113 19:41:40-!- travis-ci [~travis-ci@ec2-54-163-70-21.compute-1.amazonaws.com] has joined #wesnoth-dev 20190113 19:41:41< travis-ci> wesnoth/wesnoth#20647 (master - 7ea1377 : gfgtdf): The build has errored. 20190113 19:41:41< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/479107224 20190113 19:41:41-!- travis-ci [~travis-ci@ec2-54-163-70-21.compute-1.amazonaws.com] has left #wesnoth-dev [] 20190113 19:41:56<+wesdiscordbot> still would require a much larger map 20190113 19:42:01<+wesdiscordbot> because with a vision radius of 5 20190113 19:42:09<+wesdiscordbot> I need to give sufficient room for you and your undead to sneak past 20190113 19:42:42<+wesdiscordbot> also since most of the terrain is flat in the city 20190113 19:43:45< gfgtdf> maybe we should reward the player more for duing it the 'sneaky' way, for example by not giving experience in this scenario. 20190113 19:44:42< zookeeper> or design the map so differently that you only have to sneak through a few guards to get into a fort inside the city, from which you can start a regular fight to kill of a few tough manor guards and rush in before the city guards overwhelm you. or something. 20190113 19:45:25<+wesdiscordbot> I don't see why reducing vision is a problem though? 20190113 19:46:24<+wesdiscordbot> I could, of course, remove the city guards or place some very low movement guards by the manor (heavy infantry) 20190113 19:46:31<+wesdiscordbot> and that would solve the problem too 20190113 19:46:44<+wesdiscordbot> then I'd need to change the patrols 20190113 19:47:00<+wesdiscordbot> to not cycle as quickly, but that's trivial 20190113 19:49:17< zookeeper> only because it's a weird gameplay hack that changes unit stats for one scenario to make it work. granted, i know a lot of people don't mind that sort of thing. 20190113 19:50:51<+wesdiscordbot> right, I would just rather have a scenario that actually can be snuck through than one that adheres strictly to convention 20190113 19:51:35<+wesdiscordbot> using the sneak method, you can get to the manor guards by turn 5 ish 20190113 19:51:38<+wesdiscordbot> maybe 6 20190113 19:51:47<+wesdiscordbot> bait them away with a couple units, and just run in by turn 7-8 20190113 19:51:52<+wesdiscordbot> which is the fastest victory possible 20190113 19:53:03<+wesdiscordbot> ofc you can choose to sit there and farm exp 20190113 19:53:12<+wesdiscordbot> but there might not be that much of a point, since you probably have enough veterans by then 20190113 20:13:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190113 20:14:33< EliDupree> hmm, what triggers a unit becoming discovered in the help? I have a playtester saying they tried to open the help on a unit summoned in EoHS, and it said they hadn't discovered it yet even though it was sitting right there 20190113 20:14:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190113 20:16:27< gfgtdf> hmm there is wesnoth.add_known_unit() to discover a unit in the help menu. 20190113 20:17:31< EliDupree> I guess I'll do that. It seems like it should have happened automatically though 20190113 20:22:52-!- gfgtdf [~Daniel@x4d083fef.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 20190113 20:34:16< Ravana> https://github.com/wesnoth/wesnoth/issues/3236 20190113 21:30:06< irker762> wesnoth/wesnoth:master nemaara 663a08ad34 DiD S7: updated gameplay AppVeyor: All builds passed 20190113 21:36:06-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20190113 21:45:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 268 seconds] 20190113 22:45:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190113 22:46:12-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev --- Log closed Mon Jan 14 00:00:40 2019