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The problem applied to AI leaders with two attacks, one of them ranged and another melee, such as Orc Warlord, vs melee-strong ranged-weak opponents (and reverse, ranged-strong melee-weak leaders vs ranged-strong melee-weak opponens). AI selected the weapon using default aggression, so it selected a weapon most damaging to both combatans, vs a 'safe' weapon. but then, when it rated the attack using leader_aggression, which is lower (default is 0.4), it thought that the attack is too risky to take. now AI takes proper aggression into account, so it'll take 'safe' attacks if possible. Thanks a good testcase.
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The game's license is described in COPYING. Note that for artwork and music, we interpret "preferred form of the work for making modifications" as the modifiable form that the author chooses to ship us for the source tree. See INSTALL for instructions on how to build the game from source code. A (translated) description of how to play the game can be found in doc/manual/manual.*.html . To be notified of new releases, subscribe to this rss feed: http://feed43.com/wesnoth.xml It does list all news from the Wesnoth frontpage, so you will also have some additional notifications, but at least you should be aware of all releases. Wesnoth User and Developer Forums (with over 390,000 posts from more than 16,000 registered members) can be found at http://forums.wesnoth.org/ For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site: http://www.wesnoth.org/ David White <davidnwhite@verizon.net>
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