No Randomness Mod Released
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Re: No Randomness Mod Released
1) was the way to do it before 1.13. That way is now discouraged, and is responsibility of porting to update.
Maintainer of Ageless Era. Ravana's Multiplayer Works
Re: No Randomness Mod Released
Would be interested in seeing a replay of your glider problem. I suspect it's just resistances doing their thing, which isn't easy to overcome without actual coding skills, none of which I have, as mentioned above. If someone wants to try and make the maths less opaque or update this for current wesnoth mod standards, they're very welcome, I just ported this because it seemed that there was demand for a no-luck combat option rather than a less-luck option and this was the best mod I've seen that actually does this.
Thanks Konrad, I'll look at adding a little more details to the description soon.
Thanks Konrad, I'll look at adding a little more details to the description soon.
Certainly feeling discouraged now
Maintainer of the Imperial Era and the campaigns Dreams of Urduk, Epic of Vaniyera, Up from Slavery, Fall of Silvium, Alfhelm the Wise and Gali's Contract.
But perhaps 'maintainer' is too strong a word.
But perhaps 'maintainer' is too strong a word.
Re: No Randomness Mod Released
i think it was the way to do it before 1.11, because 1.12 already had modifications in it, so it was dugi responsibility to change it when ported to 1.12 I guess
Stop panic people... not a big deal this all... well done UnwiseOwl, its better than nothing.. just saying that this is far from perfect unfortunately.. and there are other add-ons as alternatives, keep it in mind when deciding to try this "better luck" thing.. which I was expecting to see much better than what I saw from a pro coder.. (more like just shocked.. tbh)
Stop panic people... not a big deal this all... well done UnwiseOwl, its better than nothing.. just saying that this is far from perfect unfortunately.. and there are other add-ons as alternatives, keep it in mind when deciding to try this "better luck" thing.. which I was expecting to see much better than what I saw from a pro coder.. (more like just shocked.. tbh)
Re: No Randomness Mod Released
You don't know how old this is.Have the creator heard of WML? Mltiplayer tags etc?
It was discouraged from the start, if I recall correctly , right from the time when I found how to actually do that.was the way to do it before 1.13. That way is now discouraged, and is responsibility of porting to update.
Anyway, I have made it compatible with 1.14 standards, but I am not the person who has uploaded it and I don't know who did it. Here it is, I hope the right person reads this.
- Attachments
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- No_Randomness_Mod.zip
- If you know the passphrase, put it on the server, please
- (8.6 KiB) Downloaded 429 times
Re: No Randomness Mod Released
Done.
Dugi, if you'd like the passphrase, please get in touch.
Dugi, if you'd like the passphrase, please get in touch.
Maintainer of the Imperial Era and the campaigns Dreams of Urduk, Epic of Vaniyera, Up from Slavery, Fall of Silvium, Alfhelm the Wise and Gali's Contract.
But perhaps 'maintainer' is too strong a word.
But perhaps 'maintainer' is too strong a word.
Re: No Randomness Mod Released
Send me it in a PM, please.
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Re: No Randomness Mod Released
Is there any working iteration of this mod for the current version of the game?
Re: No Randomness Mod Released
There is one. Right on the server. Or is it somehow broken?
Re: No Randomness Mod Released
Illuminate bug?
The test is at dawn, a peasant with a 5x2 attack versus a wolf on forest hex which has 0% resistance and 50% defense.
Without illuminate, the peasant does 2 damage per hit, which makes sense if 5/2 is rounded down.
With illuminate, that 5x2 becomes 6x2, but it STILL does only 2 damage per hit instead of 3.
In contrast, a strong peasant with a 6x2 attack without illuminate does the correct 3 damage per hit.
The test is at dawn, a peasant with a 5x2 attack versus a wolf on forest hex which has 0% resistance and 50% defense.
Without illuminate, the peasant does 2 damage per hit, which makes sense if 5/2 is rounded down.
With illuminate, that 5x2 becomes 6x2, but it STILL does only 2 damage per hit instead of 3.
In contrast, a strong peasant with a 6x2 attack without illuminate does the correct 3 damage per hit.
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- Joined: December 23rd, 2008, 5:01 am
Re: No Randomness Mod Released
Can this mod be used on 1.16, or is there any alternative?
Re: No Randomness Mod Released
1.18 wesnoth.deepcopy() does not work on wml tables, better use wml.clone for them.
Maintainer of Ageless Era. Ravana's Multiplayer Works