MantisBT - VCMI
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0002205VCMIGUI - Battlespublic2015-06-01 12:562024-01-30 19:18
smutkovski 
 
normalfeaturealways
closedopen 
GNU - LINUX 32binUbuntu12.04
0.98c 
 
0002205: VCMI 0.98c - Combat options - creatures info and auto-combat options can not be changed in battle
VCMI 0.98c - Combat options - creatures info and auto-combat options can not be changed in battle.

but view hex grid is changeable.
COMMAND LINE OUTPUT -------------

jarda@ub45wr:~/.local/share/vcmi$ vcmilauncher
File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

File <unknown> is not a valid JSON file!
At line 40, position 1 warning: Comma expected!

jarda@ub45wr:~/.local/share/vcmi$ Starting...
Creating console and configuring logger: 24
The log file will be saved to "/home/jarda/.cache/vcmi/VCMI_Client_log.txt"
     Initialization: 4
     Data loading: 93
    Mod handler: 0
     Mod filesystems: 20
Basic initialization: 117
Initialized logging system based on settings successfully.
Error: campaign music was not found!
Loading settings: 119
VCMI 0.98c (client)
Found 2 render drivers
    opengl (active)
    software
Created renderer opengl
    Initializing screen: 80
    Initializing video: 1
Initializing screen and sound handling: 2
        Bonus type handler: 6
[smk @ 0xa244a00] max_analyze_duration reached
        General text handler: 10
        Hero handler: 7
        Artifact handler: 0
        Creature handler: 1
        Town handler: 0
        Object handler: 0
        Object types information handler: 0
        Spell handler: 0
        Terrain view pattern handler: 3
    Initializing handlers: 31
    Initializing content handler: 106 ms
        [d0444951] Original game files
        [ed56c359] VCMI essential files
    Parsing mod data: 46 ms
        [DONE] Original game files
        [DONE] VCMI essential files
    Loading mod data: 212ms
    Resolving identifiers: 9 ms
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 100:1
No templates found for 103:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
    Handlers post-load finalization: 17 ms
    All game content loaded in 392 ms
        Template handler: 397
Initializing VCMI_Lib: 429
Loading and transforming heroes' flags: 67
Screen handler: 75
    Main graphics: 52
Initializing game graphics: 127
Message handler: 4
Initialization of VCMI (together): 1574
Error: accessing unavailable frame 0:1 in CAnimation!
[smk @ 0xa26a6c0] max_analyze_duration reached
Cannot get sound N1A chunk: Resource with name SOUNDS/N1A and type SOUND wasn't found.
[smk @ 0xa4a45e0] max_analyze_duration reached
[smk @ 0xa26a660] max_analyze_duration reached
Starting scenario 0
Setting up thread calling server: 0
No templates found for 49:1
No templates found for 70:0
No templates found for 79:7
No templates found for 100:1
No templates found for 103:1
No templates found for 172:0
No templates found for 186:0
No templates found for 189:0
Waiting for server: 133
Establishing connection...
Found endpoints:
    0: 127.0.0.1:3030
Trying connection to 127.0.0.1:3030 (0)
Established connection with VCMI 0.98c (server)
    Connecting to the server: 6
    Will send info to server...
    Sending/Getting info to/from the server: 12
    Creating gamestate: 0
    Using random seed: 1433161660
Open campaign map file: 0
Map loaded!
    Our checksum for the map: 1721433556
Seed after init is 1506714199 (before was 1433161660)
Initializing GameState (together): 57
Creating mapHandler: 0
    Preparing FoW, roads, rivers,borders: 20
    Making object rects: 60
Initializing mapHandler (together): 81
Player 0 will be lead by VCAI
Opening VCAI
Loaded VCAI
Engine:
InputVariable: OurShooters
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurWalkers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurFlyers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyShooters
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyWalkers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: EnemyFlyers
  enabled: true
  range: 0.000 1.000
  term: FEW Ramp 0.600 0.000
  term: MANY Ramp 0.400 1.000
InputVariable: OurSpeed
  enabled: true
  range: 0.000 25.000
  term: LOW Ramp 6.500 3.000
  term: MEDIUM Triangle 5.500 8.000 10.500
  term: HIGH Ramp 8.500 16.000
InputVariable: EnemySpeed
  enabled: true
  range: 0.000 25.000
  term: LOW Ramp 6.500 3.000
  term: MEDIUM Triangle 5.500 8.000 10.500
  term: HIGH Ramp 8.500 16.000
InputVariable: CastleWalls
  enabled: true
  range: 0.000 3.000
  term: NONE Rectangle 0.000 0.500
  term: MEDIUM Trapezoid 0.500 1.000 2.000 2.500
  term: HIGH Ramp 1.900 3.000
InputVariable: Bank
  enabled: true
  range: 0.000 1.000
  term: FALSE Rectangle 0.000 0.500
  term: TRUE Rectangle 0.500 1.000
OutputVariable: Threat
  enabled: true
  range: 0.500 1.500
  accumulation: AlgebraicSum
  defuzzifier: Centroid 200
  default: nan
  lock-previous: false
  lock-range: false
  term: LOW Ramp 1.000 0.500
  term: MEDIUM Triangle 0.800 1.000 1.200
  term: HIGH Ramp 1.000 1.500
RuleBlock:
  enabled: true
  conjunction: Minimum
  disjunction: Maximum
  activation: Minimum
  rule: if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW
  rule: if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW
  rule: if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH
  rule: if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW
  rule: if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW
  rule: if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH
  rule: if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM
  rule: if EnemySpeed is MEDIUM then Threat is MEDIUM
  rule: if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM
  rule: if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH
  rule: if Bank is TRUE and EnemyShooters is MANY then Threat is LOW
  rule: if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH
  rule: if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM
  rule: if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW
Engine:
InputVariable: strengthRatio
  enabled: true
  range: 0.000 4.500
  term: LOW Ramp 1.500 0.000
  term: HIGH Ramp 1.500 4.500
InputVariable: heroStrength
  enabled: true
  range: 0.000 1.000
  term: LOW Ramp 0.200 0.000
  term: MEDIUM Triangle 0.200 0.500 0.800
  term: HIGH Ramp 0.500 1.000
InputVariable: turnDistance
  enabled: true
  range: 0.000 3.000
  term: SMALL Ramp 0.500 0.000
  term: MEDIUM Triangle 0.100 0.450 0.800
  term: LONG Ramp 0.500 3.000
InputVariable: lockedMissionImportance
  enabled: true
  range: 0.000 5.000
  term: LOW Ramp 2.500 0.000
  term: MEDIUM Triangle 2.000 2.500 3.000
  term: HIGH Ramp 2.500 5.000
OutputVariable: Value
  enabled: true
  range: 0.000 5.000
  accumulation: AlgebraicSum
  defuzzifier: Centroid 200
  default: nan
  lock-previous: false
  lock-range: false
  term: LOW Ramp 2.500 0.000
  term: MEDIUM Triangle 2.000 2.500 3.000
  term: HIGH Ramp 2.500 5.000
RuleBlock:
  enabled: true
  conjunction: Minimum
  disjunction: Maximum
  activation: Minimum
  rule: if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH
  rule: if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH
  rule: if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW
  rule: if strengthRatio is LOW and heroStrength is LOW then Value is very LOW
  rule: if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH
  rule: if strengthRatio is LOW and heroStrength is HIGH then Value is LOW
  rule: if lockedMissionImportance is HIGH then Value is very LOW
  rule: if lockedMissionImportance is MEDIUM then Value is somewhat LOW
  rule: if lockedMissionImportance is LOW then Value is HIGH
  rule: if turnDistance is SMALL then Value is HIGH
  rule: if turnDistance is MEDIUM then Value is MEDIUM
  rule: if turnDistance is LONG then Value is LOW
Opening StupidAI
Loaded Stupid AI 0.1
Warning: IntObject re-activated with mismatching used and active
Saving lib part of game...
    Saving header
    Saving options
    Saving handlers
    Saving gamestate
No tags attached.
related to 0001408closed  Combat screen - missing hotkeys 
png sett.png (1,470,384) 2015-06-01 12:56
https://bugs.vcmi.eu/file_download.php?file_id=2248&type=bug
Issue History
2015-06-01 12:56smutkovskiNew Issue
2015-06-01 12:56smutkovskiFile Added: sett.png
2015-12-20 22:04SXXSeveritymajor => feature
2015-12-20 22:04SXXStatusnew => acknowledged
2015-12-20 22:04SXXProduct Version => 0.98c
2015-12-20 22:05SXXNote Added: 0006188
2015-12-21 14:15SXXCategoryGUI - Other => GUI - Battles
2015-12-21 14:16SXXRelationship addedrelated to 0001408
2023-04-12 17:06IvanStatusacknowledged => confirmed
2023-04-12 17:06IvanNote Added: 0008565
2024-01-30 19:18IvanNote Added: 0008915
2024-01-30 19:18IvanStatusconfirmed => closed

Notes
(0006188)
SXX   
2015-12-20 22:05   
Following options are not implemented yet.
(0008565)
Ivan   
2023-04-12 17:06   
Migrated to github, status will be tracked here:
https://github.com/vcmi/vcmi/issues/1219 [^]
(0008915)
Ivan   
2024-01-30 19:18   
Closing issues that were migrated to Github