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		<id>https://wiki.wesnoth.org/index.php?title=GSoC_sachith500_Proposal&amp;diff=53887</id>
		<title>GSoC sachith500 Proposal</title>
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		<updated>2014-03-17T15:09:52Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Student}}&lt;br /&gt;
[[Category:SoC_Ideas_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;h4&amp;gt; &amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Sachith_Seneviratne_-_Multiplayer_Data_Analysis_Proposal&amp;quot;&amp;gt;Sachith Seneviratne - Multiplayer Data Analysis Proposal &amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Although Multiplayer games are being archived currently, no data is saved regarding the winner(s). Recording and presenting this information would allow for easier balancing and feedback for content creators. Specifically, this project will add a means by which players can indicate who won, as well as parse the saved data and store in a database as much useful information regarding the games as possible.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deliverables==&lt;br /&gt;
Priorities are divided among &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;color: blue&amp;quot;&amp;gt;Optional&amp;lt;/font&amp;gt; - may not get implemented, but can be a future use of having this project implemented.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;color: purple&amp;quot;&amp;gt;High Priority&amp;lt;/font&amp;gt; - will most probably be implemented.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;color: red&amp;quot;&amp;gt;Critical&amp;lt;/font&amp;gt; - Will definitely be implemented. &lt;br /&gt;
&lt;br /&gt;
Provide winner of game whenever possible &amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;font style=&amp;quot;color: red&amp;quot;&amp;gt;[Critical]&amp;lt;/font&amp;gt;      A button for players to resign with. On click, it will print &amp;quot;GG&amp;quot; in chat, and auto-quit the game.&lt;br /&gt;
Provide a database with easy extensibility to support different future types that may need to be entered.&lt;br /&gt;
*&amp;lt;font style=&amp;quot;color: red&amp;quot;&amp;gt;[Critical]&amp;lt;/font&amp;gt;      A MySQL / SQLite database with a connector which can store generated stats.&lt;br /&gt;
Stats and a way for players/content creators to gain access to them.&lt;br /&gt;
*&amp;lt;font style=&amp;quot;color: purple&amp;quot;&amp;gt;High Priority&amp;lt;/font&amp;gt; Set up the data webpage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Implementation Details==&lt;br /&gt;
&lt;br /&gt;
This section will describe the major components as well as the design decisions and implementations which are a part of this project.&lt;br /&gt;
The components will also be developed with maximum extensibility in mind (So that changes to WML, such as new tags etc, can be easily supported in the future).&lt;br /&gt;
The implementation will feature a top-down approach to &lt;br /&gt;
&lt;br /&gt;
===Winner Detection===&lt;br /&gt;
This deliverable shall deliver a means of identifying winners in multiplayer games. This would additionally involve ensuring that the replay would contain the part leading upto the players resigning and immediately after that as well.&lt;br /&gt;
*Step 1 : Identify winners by having players declare a winner at the end of the game.&lt;br /&gt;
*Step 2 : Implement advanced winner detection, specially with respect to custom games. (this will be implemented on the parser, most probably)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Data Analysis===&lt;br /&gt;
====Core Components====&lt;br /&gt;
*WML Parser&lt;br /&gt;
*Database to store results of analysis&lt;br /&gt;
This mainly involves implementing a parser (Currently decided language is C++) as well as a database (MySQL) that stores parsed information.&lt;br /&gt;
&lt;br /&gt;
=====Parser=====&lt;br /&gt;
The parser will target WML and attempt to derive useful information. This will involve mostly standard string processing within the tags. Certain tags like the end-level tag will be of particular interest with regards to winner detection especially for custom scenarios.&lt;br /&gt;
The parser will be designed so as to support future tags as well as easy changes to the nature of tagging.&lt;br /&gt;
Certain data may not need to be parsed due to already being available in-game (such as unit recruit/advancement/death information). Modules that currently do such processing could send that information to the parser.&lt;br /&gt;
&lt;br /&gt;
=====Database=====&lt;br /&gt;
Since the database is going to be used for a lot of lookup, the current plan is to keep it sufficiently denormalised to optimize performance, while at the same time allow for enough normalisation to reduce needless redundancy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The idea is to save as much basic data about a game as possible so as to allow a wide variety of statistical techniques to be applied on them.&lt;br /&gt;
&amp;lt;u&amp;gt; Important: &amp;lt;/u&amp;gt; Note that columns with a &amp;quot;!&amp;quot; at the end may require further decisions as it relates to certain things like collecting player stats.&lt;br /&gt;
======Schema======&lt;br /&gt;
The schema is a work in progress and is subject to change over the course of the project. Below is a list of the main tables and a short description listing the expected structure and logic behind it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Game Table&lt;br /&gt;
**Stores overall information about games (&amp;lt;u&amp;gt;game_id&amp;lt;/u&amp;gt;,num_turns,num_players,winning_team,duration, ...)&lt;br /&gt;
&lt;br /&gt;
*Player Entry table&lt;br /&gt;
**Stores information regarding the performance of each individual side in a game. Note that a single player may control 2 sides of the same race,leader combination, so (Game, player, race, leader) need not necessarily form a candidate key.&lt;br /&gt;
**Will include data such as game_num,player_num(!),faction,leader,gold_gathered,gold_spent,damage_dealt,damage_taken,healing_done, ...)&lt;br /&gt;
&lt;br /&gt;
*Unit Table&lt;br /&gt;
**This table will contain details such as, unit_name,num_recruited,num_died,num_advanced,xp,damage_dealt,healing_done, ...&lt;br /&gt;
**It might also be interesting to store details on an individual unit basis (could allow for unit trait analysis), but this would probably be too much data.&lt;br /&gt;
Note- if the Leader Table is implemented as below, leader details would not be included in the unit table.&lt;br /&gt;
&lt;br /&gt;
*Leader Table&lt;br /&gt;
**Stores data about the performance by leaders in various games. This will give valuable stats about how different leaders perform on different maps,against different other factions and even other leaders.&lt;br /&gt;
**This table will provide interesting insights into how leaders affect the game as a whole.&lt;br /&gt;
&lt;br /&gt;
=====Data Visualisation=====&lt;br /&gt;
The idea is to expose the stats that are generated by the 2 other components, to players and content creators. Due to the collection of data being on the most basic level possible, it should be possible to support a large amount of customization to the queries that can be run at the user's request. &amp;lt;br&amp;gt;Note that this component has lower priority overall compared to the above components. However, the project will attempt it's best to make at least a basic presentation of the collected stats available to everyone.&lt;br /&gt;
&lt;br /&gt;
Some interesting stats that maybe provided:&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
The timeline has been devised to get working components as soon as possible, and then to iteratively improve them to the desired level. This ensures that the deliverable are guaranteed, and the iterations allow for easier management of the work required on each individual component.&lt;br /&gt;
{| class=&amp;quot;wikitable centre&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! scope=col | Week&lt;br /&gt;
! scope=col | Major Tasks&lt;br /&gt;
! scope=col | Subtasks&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 1 &amp;lt;br&amp;gt; ( May 19-26 )&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Implement Resign Button&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Implement Button for players to Press&lt;br /&gt;
*Include the player resign data in the stream to the server&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 2 &amp;lt;br&amp;gt; (26 May-02 June)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Basic Replay Parser&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Implement support for checking for resigned players&lt;br /&gt;
*Collect some of the data that will be added to persistent storage later.&lt;br /&gt;
*Test basic functionality&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 3 &amp;lt;br&amp;gt; &lt;br /&gt;
(June 2 – 9)&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Set-up basic database controller, and add data generated so far into database.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Implement Database (SQL)&lt;br /&gt;
*Implement extensible design to allow for future data&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 4 &amp;lt;br&amp;gt; &lt;br /&gt;
(June 9 – 16)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Set-up connectivity between all new components, test implemented functionality.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Test extensibility of the database/dbcontroller design by adding new datatypes to the parser&lt;br /&gt;
*Write a few unit tests.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 5 &amp;lt;br&amp;gt; &lt;br /&gt;
(June 16 – 23)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Implement Additional parser functionality&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Add several more fields to the database and implement corresponding query mining on the server stream.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 6 &amp;lt;br&amp;gt; &lt;br /&gt;
(June 23 – 30)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Implement advanced victory detection&amp;lt;br&amp;gt;Prepare for Mid Evaluations&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Implement better victory detection in addition to the resign button.&lt;br /&gt;
*Scrub code and complete documentation in expectation of mid evaluations.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 7 &amp;lt;br&amp;gt; &lt;br /&gt;
(June 30 – July 7)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Optimize Communication between server and parser.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Provide parser with only relevant data from the server data stream&lt;br /&gt;
*Implement basic aggregation views etc in preparation of providing presentable data.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 8 &amp;lt;br&amp;gt; &lt;br /&gt;
(July 7 – 14)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Scrub Code and improve parser functionality.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Implement some additional data gathering functionality in parser.&lt;br /&gt;
*Get up-to-date on documentation and tests.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 9 &amp;lt;br&amp;gt; &lt;br /&gt;
(July 14 – 21)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Start work on presenting generated results/analysis&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Provide complete set of aggregation methods/ statistical analysis&lt;br /&gt;
*Provide access to stats a few stats on a webpage (basic victory stats)&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 10 &amp;lt;br&amp;gt; &lt;br /&gt;
(July 21 – 28)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Provide more details on webpage&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Add era-wise,race-wise analysis of results&lt;br /&gt;
*Add capabilities for custom queries&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 11 &amp;lt;br&amp;gt; &lt;br /&gt;
(July 28 – August 4)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Add additional features to parser/database to check extensibility&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Add a few more fields to check how extensible system is&lt;br /&gt;
*Improve extensibility further&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
Week 12 &amp;lt;br&amp;gt; &lt;br /&gt;
(August 4 – 11)&lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
Scrub all code and complete testing/documentation&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
*Add a few more fields to check how extensible system is&lt;br /&gt;
*Improve extensibility further&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;About_Me&amp;quot;&amp;gt;About Me&amp;lt;/span&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
Hello everyone! I'm a 22 year old guy studying Computer Science and Engineering at the University of Moratuwa, Sri Lanka. This is my first year taking part in GSoC and I definitely intend to take part in it next year as well. If you wish to contact me I hope the following details will be sufficient. Please feel free to leave me any feedback regarding this proposal, or anything else! :D&lt;br /&gt;
&lt;br /&gt;
===IRC===&lt;br /&gt;
sachith500&lt;br /&gt;
&lt;br /&gt;
===Email===&lt;br /&gt;
sachith500@gmail.com&lt;br /&gt;
&lt;br /&gt;
===Github===&lt;br /&gt;
https://github.com/sachith500&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I've worked on a number of projects in various languages. I've compiled a small collection of them that is relevant to this project here.&lt;br /&gt;
&lt;br /&gt;
===Programming Contests===&lt;br /&gt;
Language used: C++&lt;br /&gt;
&amp;lt;br&amp;gt;I have about 5 years of experience with programming contests. I've listed links to my profiles below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[//community.topcoder.com/tc?module=MemberProfile&amp;amp;cr=23014314 Topcoder ]====&lt;br /&gt;
Language : C++&lt;br /&gt;
====[//codeforces.com/profile/sachith500 Codeforces]====&lt;br /&gt;
Language : C++&lt;br /&gt;
====[//projecteuler.net/country=Sri_Lanka Project Euler]====&lt;br /&gt;
Language : C++&lt;br /&gt;
====[//robotgame.net/user/7601 Robotgame AI game]====&lt;br /&gt;
Language : Python&lt;br /&gt;
====[//planetwars.aichallenge.org/profile.php?user_id=9900 Google AI Challenge 2010]====&lt;br /&gt;
Language : Java&lt;br /&gt;
&lt;br /&gt;
===Decision Support System for [http://soiltechltd.com/ SoilTech]===&lt;br /&gt;
*PHP&lt;br /&gt;
*MySQL&lt;br /&gt;
&lt;br /&gt;
===Customer Managing DBMS===&lt;br /&gt;
Database Management System that uses MySQL for storing as well as controlling access to customer information.&lt;br /&gt;
*PHP&lt;br /&gt;
*MySQL&lt;br /&gt;
*Symfony2&lt;br /&gt;
*Doctrine&lt;br /&gt;
&lt;br /&gt;
===DiscoverLanka -Maching Learning, Query Mining Android App ===&lt;br /&gt;
A Location based, context aware app that employs query mining using an ontology database in order to learn about users as well as the places they are interested in visiting.&lt;br /&gt;
&lt;br /&gt;
Technologies used:&lt;br /&gt;
*Android&lt;br /&gt;
&lt;br /&gt;
==Contribution to Wesnoth==&lt;br /&gt;
=== Patches ===&lt;br /&gt;
I started work on Wesnoth even before it got officially selected for GSoC :D&lt;br /&gt;
Description is colour coded by acceptance status.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: green&amp;quot;&amp;gt;&lt;br /&gt;
GREEN&amp;lt;/font&amp;gt; indicates the patch was accepted.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: red&amp;quot;&amp;gt;&lt;br /&gt;
RED&lt;br /&gt;
&amp;lt;/font&amp;gt; indicates the patch is pending approval.&lt;br /&gt;
{| class=&amp;quot;wikitable centre&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! scope=col | Bug#&lt;br /&gt;
! scope=col | Description&lt;br /&gt;
! scope=col | Submission Date&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
[//gna.org/bugs/index.php?21358 #21358] &lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: green&amp;quot;&amp;gt;'''''Help link for special ability plague was not linking back to the units'''''&amp;lt;/font&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
2014.02.15&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
[//gna.org/bugs/index.php?21486 #21486] &lt;br /&gt;
| width=&amp;quot;34%&amp;quot; |&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: green&amp;quot;&amp;gt;'''''Team labels were clearing non-team labels on the map'''''&amp;lt;/font&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |&lt;br /&gt;
2014.02.14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brainstorm==&lt;br /&gt;
THIS SECTION WILL BE REMOVED FOR THE FINAL PROPOSAL.&lt;br /&gt;
This section is just used for brainstorming various half formed ideas, so they can be iterated upon.&lt;br /&gt;
&lt;br /&gt;
#Add this information to archive.&lt;br /&gt;
*Possible Cases to consider&lt;br /&gt;
*#Everyone disconnects : no clear winner.&lt;br /&gt;
*#All leaders on all sides except one are dead : Side with leaders remaining win.&lt;br /&gt;
*#All players except 1 disconnect : TODO- Decide if game is still multiplayer&lt;br /&gt;
&lt;br /&gt;
*At the end of the game, attempt to identify the winner using available information.&lt;br /&gt;
*Current work plan :&lt;br /&gt;
*#Implement very basic winner detection.&lt;br /&gt;
*#Implement some basic database features.&lt;br /&gt;
*#Repeat until satisfactory.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A suitable database connector would be incorporated into the wml parser to allow for saving of collected data into a database (MySQL perhaps?).&lt;br /&gt;
A separate class could then be used in conjunction with the connector to provide an extensible design for the database.&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: purple&amp;quot;&amp;gt;[High Priority]&amp;lt;/font&amp;gt; Provide stats regarding game, (units used, advancements made etc) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font style=&amp;quot;color: blue&amp;quot;&amp;gt;[Optional]&amp;lt;/font&amp;gt;      Provide stats on the pages of units.wesnoth.org. eg:- http://units.wesnoth.org/1.10/mainline/en_US/Vampire%20Bat.html could have stats on vampire bats,&lt;br /&gt;
% appearing in games, of those offer a breakdown of how many (1,2,3 bats etc). How many advancements etc.&lt;br /&gt;
&lt;br /&gt;
==Feedback==&lt;br /&gt;
THIS SECTION WILL BE REMOVED FOR THE FINAL PROPOSAL.&lt;br /&gt;
*[Critical] A button for players to resign with. On click, it will print &amp;quot;GG&amp;quot; in chat, and auto-quit the game. Provide a database with easy extensibility to support different future types that may need to be entered.&lt;br /&gt;
&lt;br /&gt;
And save a replay of the game including the the outcome message.  If possible, outcome message would be better as &amp;quot;Good Game!  Winners: &amp;lt;playername&amp;gt;, &amp;lt;playername&amp;gt;,...&lt;br /&gt;
&lt;br /&gt;
*This deliverable shall deliver a means of identifying&lt;br /&gt;
&lt;br /&gt;
Redundant, perhaps &amp;quot;Delivers a means of...&amp;quot;  or &amp;quot;Implement a means of...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Unit Table&lt;br /&gt;
&lt;br /&gt;
I agree, it might be interesting to store stuff on a per-unit basis.  That said, it may end up as too much data that rarely gets used.  Is it possible to remove later easily if that turns out to be the case?  If we can scrap it later than I would be in favor of trying it to start, assuming it does not add to the complexity of the implementation.  It's a low priority, but possibly interesting idea.&lt;br /&gt;
&lt;br /&gt;
One other thing regarding units, some UMC does a LOT with units and WML.  For example:&lt;br /&gt;
http://forums.wesnoth.org/viewtopic.php?f=15&amp;amp;t=18919&lt;br /&gt;
or&lt;br /&gt;
http://forums.wesnoth.org/viewtopic.php?f=15&amp;amp;t=40073&lt;br /&gt;
or&lt;br /&gt;
http://forums.wesnoth.org/viewtopic.php?f=15&amp;amp;t=21234&lt;br /&gt;
&lt;br /&gt;
So we can't really expect to design something that is going to handle every case perfectly.  The priority should be on taking what useful info we can and not breaking under &amp;quot;crazy&amp;quot; conditions.  Documenting how things work will also be useful and some of these authors might be REALLY interested in seeing unit stats and willing to work toward complying with guidelines for how to handle their units and WML so that they can be parsed usefully or helping improve how this works in the future.  Food for thought.&lt;br /&gt;
&lt;br /&gt;
*Leader Table&lt;br /&gt;
&lt;br /&gt;
I would like to see leader stats, that could be interesting.  One thought: if the unit table above is implemented, perhaps just tagging leaders as units and keeping them in there (to be filtered out later by queries) is an option?  As you have it outlined is fine too.  This is another lower priority but fun idea.&lt;br /&gt;
&lt;br /&gt;
*Brainstorm&lt;br /&gt;
*Everyone disconnects : no clear winner.&lt;br /&gt;
&lt;br /&gt;
I think we have to treat this case as an unfinished game and throw it out.  Many times MP games are saved to continue later.&lt;br /&gt;
&lt;br /&gt;
* All leaders on all sides except one are dead : Side with leaders remaining win.&lt;br /&gt;
&lt;br /&gt;
In a regular MP game, yes.  In a survival style perhaps there are no leaders on the other side but some other WML yet to happen or a turn limit?  I forget if this is possible or not these days.&lt;br /&gt;
&lt;br /&gt;
*All players except 1 disconnect : TODO- Decide if game is still multiplayer&lt;br /&gt;
&lt;br /&gt;
This is a tricky case.  Usually this would be a game over situation but sometimes not.  Every once in a while one side surrenders but the winning or losing player wants to play on a bit to see if it's REALLY lost.  I would guess we have to throw these out because it's really hard to tell what should happen if one player continues on in a game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OTHER NOTES:&lt;br /&gt;
&lt;br /&gt;
Not everything is going to work as nicely as default.  As I continue to think about this, it is clear that some UMC will be broken or may not parse well for some reason.  There are guidelines to prevent such problems, but it is fair to assume that mistakes will be made and not everyone is going to follow the guidelines perfectly.  We should be careful to handle stuff in a way that broken or crazy content doesn't creep in and pollute regular data or cause unforeseen problems.  &lt;br /&gt;
&lt;br /&gt;
What happens when two different eras made by different authors have created a WML ability that has different outcomes?  For example, two authors implement an ability called improved_magic, but one gives hits 80% of the time and one gives hits 90% of the time.  How this is stored and retrieved should be done so as not to gloss over any problems as an apples to apples comparison.  Since we would rarely, if ever, want to take data from ALL eras for any given map but we might want to take data from the default era and perhaps a few others to look at them together, this might be best addressed on the storage side or the query side (&amp;quot;duplicate ability/unit, are you sure you wish to continue?&amp;quot; Or even just a warning somewhere for the user to be careful not to combine eras that could produce such results), I'm not really sure.&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MultiplayerServers&amp;diff=53497</id>
		<title>MultiplayerServers</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MultiplayerServers&amp;diff=53497"/>
		<updated>2014-03-06T13:43:49Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Public Official servers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game server runs on TCP port 15000 by default.&lt;br /&gt;
&lt;br /&gt;
== Public Official servers ==&lt;br /&gt;
; server.wesnoth.org : accepts up-to-date trunk repository versions and redirects other clients to the appropriate server according to their version, runs on the default port 15000&lt;br /&gt;
&lt;br /&gt;
*Connecting on port 14997 gives the current development version.&lt;br /&gt;
*Connecting on port 14998 gives the current stable version.&lt;br /&gt;
*Connecting on port 14999 gives the previous stable version.&lt;br /&gt;
&lt;br /&gt;
To connect to a specific port choose &amp;quot;Connect to Server&amp;quot; in the multi-player options list and enter &amp;quot;server.wesnoth.org:#####&amp;quot; where the number signs are the port number.&lt;br /&gt;
&lt;br /&gt;
'''Alternate servers:'''&lt;br /&gt;
; server2.wesnoth.org aka gonzo.dicp.de : accepts up-to-date trunk repository versions and redirects other clients to the appropriate server according to their version, runs on the default port 15000&lt;br /&gt;
&lt;br /&gt;
; server3.wesnoth.org aka basilic.tuxfamily.org : accepts up-to-date trunk repository versions and redirects other clients to the appropriate server according to their version, runs on the default port 15000&lt;br /&gt;
&lt;br /&gt;
Usually supported versions include: the current stable release, the old stable release, the current development release, the previous development release (runs only periodically in the transition phase between releases)&lt;br /&gt;
&lt;br /&gt;
== Alternate servers setup by users ==&lt;br /&gt;
; wesnoth.geeknode.org : v1.2 dedicated server ([irc://irc.geeknode.org#wesnoth #wesnoth])&lt;br /&gt;
; icestation.homeunix.org : Yet another mirror of the official server, located in Russia. Accepts latest development version on port 15000.&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;alliance25.hd.free.fr:15000&amp;lt;/nowiki&amp;gt; : Another server, located in France. Accepts latest development version of the game on port 15000.&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;games.kingshomeworld.com:15000&amp;lt;/nowiki&amp;gt; : Server hosted by K.I.M CHAT in Canada. We welcome beginners. Accepts latest stable Current Version release on default port 15000&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;allfex.org:15000&amp;lt;/nowiki&amp;gt; : Just another server, located in germany. Everyone is welcome. All versions are accepted.&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;game.chillat.net:15000&amp;lt;/nowiki&amp;gt; : Server hosted by Chillat.net in Sweden, running v1.6. ([http://forums.chillat.net/forum/wesnoth Chillat.net Wesnoth Forum])&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;foss.uoa.gr:15000&amp;lt;/nowiki&amp;gt; : Server hosted by the Greek FOSS community at the University of Athens, running v1.6.5 (FreeBSD). ([http://foss.uoa.gr/forum/ FOSS-UoA Forum])&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;vending-machine.game-server.cc:15000&amp;lt;/nowiki&amp;gt; : U.S. West - Any and all players welcome.&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;laltromondo.dynalias.net:15000&amp;lt;/nowiki&amp;gt; : Debian &amp;lt;del&amp;gt;Lenny Squeeze&amp;lt;/del&amp;gt; Wheezy Server located in Italy. Accepts 1.10.x versions of the game on default port 15000.&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;thecakeisalie.biz:15000&amp;lt;/nowiki&amp;gt; : Debian Lenny x86_64 server in Cairo Egypt. Accepts 1.6.* and 1.8.*, will redirect accordingly based on version (1.8 runs on port 14999). Name registration at http://thecakeisalie.biz/wesnoth&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;play.royaldev.org:15000&amp;lt;/nowiki&amp;gt; : Debian Wheezy x86_64 server in Portland, Oregon, United States. We accept all players of all versions. ([irc://irc.royaldev.org/#wesnoth #wesnoth])&lt;br /&gt;
; vesnod.ceata.org : Trisquel 6 server located in Romania, maintained by Fundația Ceata. Accepts 1.10.x versions of the game on default port 15000.&lt;br /&gt;
&lt;br /&gt;
== Debian Servers ==&lt;br /&gt;
Please note that the terms ''Stable'' and ''Testing version'' refers to the Debian distribution, not wesnoth itself. Please check http://packages.debian.org/wesnoth if you are unsure what wesnoth versions they currently refer to.&lt;br /&gt;
&lt;br /&gt;
=== Stable version ===&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;www.salokine.org&amp;lt;/nowiki&amp;gt; : Lenny version (Contact [[User:Salokine|Salokine]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53468</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53468"/>
		<updated>2014-03-03T16:03:41Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Improve the automated collection and display of multiplayer game data===&lt;br /&gt;
Page for the idea: [[SoC_Ideas_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently [http://replays.wesnoth.org/ archived].  This includes lots of interesting and potentially useful data, including recruits, deaths, number of turns and other things.  The only way to access this information currently is parsing the WML one save file at a time.  Additionally, which side(s) won the game is only recorded in some cases.  We would like to record which side(s) won or lost (for as many games as possible) and then display useful information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing, both for developers and for authors of UMC.  This breaks down into 3 parts.&lt;br /&gt;
&lt;br /&gt;
# '''Implement some way in the Wesnoth client to select a winning side (when it is not otherwise obvious).'''&lt;br /&gt;
#*Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  Thought needs to be put into how to handle this to include different types of games (regular duels as well as custom scenarios that might end with special conditions). This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot; due to network disconnections or savegames that are never reloaded, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.  User Made Content (UMC) would also provide good data if the [end_level] tag is correctly implemented.&lt;br /&gt;
# '''Implement a replay data analyzation tool that processes replays and save what it finds out in a database.'''&lt;br /&gt;
#*Store in a database as much data useful to analysis as is currently possible.  Savegames are stored in [[SavefileWML|WML]], which can be parsed by C++, Python and Perl.  Some highlights of very useful things:&lt;br /&gt;
#** By era, which factions win the most and on which maps.&lt;br /&gt;
#** Which side(s) win the most on which maps.&lt;br /&gt;
#** Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
#** If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
# '''Implement some frontend to query/visualize the data in the database.'''&lt;br /&gt;
#*While the first two parts are most important, if time allows it would be great to create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
'''FAQ'''&lt;br /&gt;
&lt;br /&gt;
'''''Q: Where in the code the data saving takes place?'''''&lt;br /&gt;
&lt;br /&gt;
A: src/server/game.cpp: game::save_replay()&lt;br /&gt;
&lt;br /&gt;
'''''Q: How will I open up the archived replays for data analysis?'''''&lt;br /&gt;
&lt;br /&gt;
A: Using a WML parser you'd go through the replay like the game proper and collect data you think is useful (storing it in the database).&lt;br /&gt;
&lt;br /&gt;
'''''Q: Where would the data analyzation tool live?'''''&lt;br /&gt;
&lt;br /&gt;
A: The analyzation tool would probably be run on the server where also wesnothd runs but it's an independent process, since wesnothd just saves the replay data it has no real idea what's in it.&lt;br /&gt;
&lt;br /&gt;
==Whom to ask about this==&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53461</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53461"/>
		<updated>2014-03-03T15:42:31Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Improve the automated collection and display of multiplayer game data===&lt;br /&gt;
Page for the idea: [[SoC_Ideas_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently [http://replays.wesnoth.org/ archived].  This includes lots of interesting and potentially useful data, including recruits, deaths, number of turns and other things.  The only way to access this information currently is parsing the WML one save file at a time.  Additionally, which side(s) won the game is only recorded in some cases.  We would like to record which side(s) won or lost (for as many games as possible) and then display useful information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing, both for developers and for authors of UMC.  This breaks down into 3 parts.&lt;br /&gt;
&lt;br /&gt;
# '''Implement some way in the Wesnoth client to select a winning side (when it is not otherwise obvious).'''&lt;br /&gt;
#*Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  Thought needs to be put into how to handle this to include different types of games (regular duels as well as custom scenarios that might end with special conditions). This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot; due to network disconnections or savegames that are never reloaded, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.  User Made Content (UMC) would also provide good data if the [end_level] tag is correctly implemented.&lt;br /&gt;
# '''Implement a replay data analyzation tool that processes replays and save what it finds out in a database.'''&lt;br /&gt;
#*Store in a database as much data useful to analysis as is currently possible.  Savegames are stored in [[SavefileWML|WML]], which can be parsed by C++, Python and Perl.  Some highlights of very useful things:&lt;br /&gt;
#** By era, which factions win the most and on which maps.&lt;br /&gt;
#** Which side(s) win the most on which maps.&lt;br /&gt;
#** Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
#** If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
# '''Implement some frontend to query/visualize the data in the database.'''&lt;br /&gt;
#*While the first two parts are most important, if time allows it would be great to create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
FAQ:&lt;br /&gt;
Q: Where in the code the data saving takes place?&lt;br /&gt;
A: src/server/game.cpp: game::save_replay()&lt;br /&gt;
&lt;br /&gt;
==Whom to ask about this==&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53460</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53460"/>
		<updated>2014-03-03T15:23:24Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Improve the automated collection and display of multiplayer game data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Improve the automated collection and display of multiplayer game data===&lt;br /&gt;
Page for the idea: [[SoC_Ideas_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently [http://replays.wesnoth.org/ archived].  This includes lots of interesting and potentially useful data, including recruits, deaths, number of turns and other things.  The only way to access this information currently is parsing the WML one save file at a time.  Additionally, which side(s) won the game is only recorded in some cases.  We would like to record which side(s) won or lost (for as many games as possible) and then display useful information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing, both for developers and for authors of UMC.  This breaks down into 3 parts that I can see.&lt;br /&gt;
&lt;br /&gt;
# Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot; due to network disconnections or savegames that are never reloaded, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.&lt;br /&gt;
# Store in a database as much data useful to analysis as is currently possible.  Savegames are stored in [[SavefileWML|WML]], which can be parsed by C++, Python and Perl.  Some highlights of very useful things:&lt;br /&gt;
#* By era, which factions win the most and on which maps.&lt;br /&gt;
#* Which side(s) win the most on which maps.&lt;br /&gt;
#* Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
#* If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
# While the first two parts are most important, if time allows it would be great to create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
==Whom to ask about this==&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53094</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53094"/>
		<updated>2014-02-14T18:19:42Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently archived [http://replays.wesnoth.org/] but there is no data stored regarding who won the game.  We would like to record which team won (for as many games as possible) and then display information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing both for developers and for authors of UMC.  This breaks down into 3 parts that I can see.&lt;br /&gt;
&lt;br /&gt;
1) Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot; due to network disconnections or savegames that are never reloaded, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.&lt;br /&gt;
&lt;br /&gt;
2) Store in a database as much data useful to analysis as is currently possible.  Savegames are stored in WML [http://wiki.wesnoth.org/SavefileWML], which can be parsed by C++, Python and Perl.  Some highlights of very useful things:&lt;br /&gt;
  i) By era, which races win the most and on which maps.&lt;br /&gt;
  ii) Which side(s) win the most on which maps.&lt;br /&gt;
  iii) Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
  iv) If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
&lt;br /&gt;
3) While the first two parts are most important, if time allows it would be great to create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53093</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53093"/>
		<updated>2014-02-14T17:53:54Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently archived [http://replays.wesnoth.org/] but there is no data stored regarding who won the game.  We would like to record which team won (for as many games as possible) and then display information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing both for developers and for authors of UMC.  This breaks down into 3 parts that I can see.&lt;br /&gt;
&lt;br /&gt;
1) Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot;, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.&lt;br /&gt;
&lt;br /&gt;
2) Render as much data useful to analysis as is currently possible.  Some highlights of very useful things:&lt;br /&gt;
  i) By era, which races win the most and on which maps.&lt;br /&gt;
  ii) Which side(s) win the most on which maps.&lt;br /&gt;
  iii) Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
  iv) If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
&lt;br /&gt;
3) Create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53092</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53092"/>
		<updated>2014-02-14T17:53:04Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently [[#http://replays.wesnoth.org/|archived]] but there is no data stored regarding who won the game.  We would like to record which team won (for as many games as possible) and then display information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing both for developers and for authors of UMC.  This breaks down into 3 parts that I can see.&lt;br /&gt;
&lt;br /&gt;
1) Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot;, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.&lt;br /&gt;
&lt;br /&gt;
2) Render as much data useful to analysis as is currently possible.  Some highlights of very useful things:&lt;br /&gt;
  i) By era, which races win the most and on which maps.&lt;br /&gt;
  ii) Which side(s) win the most on which maps.&lt;br /&gt;
  iii) Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
  iv) If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
&lt;br /&gt;
3) Create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53091</id>
		<title>SoC Ideas Multiplayer Data Analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas_Multiplayer_Data_Analysis&amp;diff=53091"/>
		<updated>2014-02-14T17:47:22Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: Created page with &amp;quot;{{SoC2014Idea}} A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.  =Description= &amp;lt;h2&amp;gt;Improve the automated collection ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Multiplayer_Data_Analysis]]&lt;br /&gt;
&lt;br /&gt;
Multiplayer games are currently archived but there is no data stored regarding who won the game.  We would like to record which team won (for as many games as possible) and then display information about these games for balancing and feedback purposes.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
The primary use for this would be for multiplayer balancing both for developers and for authors of UMC.  This breaks down into 3 parts that I can see.&lt;br /&gt;
&lt;br /&gt;
1) Alter how multiplayer games end in such a way that they must either declare a winning side or have the players select a &amp;quot;continue later&amp;quot; option.  This will allow much of the game data that is already collected to be used more directly for analysis.  Many games will no doubt never finish &amp;quot;successfully&amp;quot;, but if most players simply declare a winning side via some interface at the end of the game we should get many good data points.&lt;br /&gt;
&lt;br /&gt;
2) Render as much data useful to analysis as is currently possible.  Some highlights of very useful things:&lt;br /&gt;
  i) By era, which races win the most and on which maps.&lt;br /&gt;
  ii) Which side(s) win the most on which maps.&lt;br /&gt;
  iii) Which eras and/or maps see the most games, and their various full-game completion rate.&lt;br /&gt;
  iv) If possible, what difficulty (if applicable to MP campaign or UMC) was selected for the game.&lt;br /&gt;
&lt;br /&gt;
3) Create a medium to display and filter the data (preferably web-based).  Allow for filtering of many different variable with an eye toward being able to expend and add display variables in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53090</id>
		<title>SoC Ideas2014 Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53090"/>
		<updated>2014-02-14T17:38:55Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: Undo revision 53087 by Happygrue (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;New idea template title&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Ideas2014_Template]]&lt;br /&gt;
&lt;br /&gt;
Info that will appear on Summer of Code ideas list.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53089</id>
		<title>SoC Ideas2014 Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53089"/>
		<updated>2014-02-14T17:37:11Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: Undo revision 53088 by Happygrue (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Collection_and_Display_of_Multiplayer_Game_Data]]&lt;br /&gt;
&lt;br /&gt;
Improve the existing multiplayer game archiving system so as to generate useful data from the win/loss state of multiplayer games for balance analysis and feedback.  Additionally, if time allows, constructing a means to display this data (ideally a web interface with graphs).&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53088</id>
		<title>SoC Ideas2014 Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53088"/>
		<updated>2014-02-14T17:35:13Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Whom to ask about this */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Collection_and_Display_of_Multiplayer_Game_Data]]&lt;br /&gt;
&lt;br /&gt;
Improve the existing multiplayer game archiving system so as to generate useful data from the win/loss state of multiplayer games for balance analysis and feedback.  Additionally, if time allows, constructing a means to display this data (ideally a web interface with graphs).&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;br /&gt;
&lt;br /&gt;
Soliton, happygrue (IRC is preferable)&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53087</id>
		<title>SoC Ideas2014 Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_Ideas2014_Template&amp;diff=53087"/>
		<updated>2014-02-14T17:15:55Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014Idea}}&lt;br /&gt;
A template for the Summer of Code 2014 Idea Page. Copy this to the new idea page, and edit it accordingly.&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&amp;lt;h2&amp;gt;Improve the automated collection and display of multiplayer game data&amp;lt;/h2&amp;gt;&lt;br /&gt;
Page for the idea: [[SoC_Collection_and_Display_of_Multiplayer_Game_Data]]&lt;br /&gt;
&lt;br /&gt;
Improve the existing multiplayer game archiving system so as to generate useful data from the win/loss state of multiplayer games for balance analysis and feedback.  Additionally, if time allows, constructing a means to display this data (ideally a web interface with graphs).&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
 |resultsheader=''There are %PAGES% submitted student proposals for this idea''&lt;br /&gt;
 |oneresultheader=''There is 1 submitted student proposal for this idea''&lt;br /&gt;
 |suppresserrors=true&lt;br /&gt;
 |noresultsheader=''There are no submitted student proposals for this idea''&lt;br /&gt;
 |category=Summer of Code 2014 Student Page&amp;amp;SoC Ideas IDEA NAME&lt;br /&gt;
 |notcategory=SoC 2014 Not Submitted To Google&lt;br /&gt;
 |include=#Description&lt;br /&gt;
 |nottitlematch=SoC2014_Template_of_Student_page&lt;br /&gt;
 |mode=userformat&lt;br /&gt;
 |format=,,&amp;lt;br/&amp;gt;See [[%PAGE%|%TITLE%]] for more information.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;,&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Additional Information=&lt;br /&gt;
&lt;br /&gt;
=Whom to ask about this=&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_People_to_bug_on_IRC&amp;diff=52979</id>
		<title>SoC People to bug on IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_People_to_bug_on_IRC&amp;diff=52979"/>
		<updated>2014-02-07T16:42:48Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Happygrue/Wintermute */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoC2014}}&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
=== boucman ===&lt;br /&gt;
As our &amp;quot;patch monkey&amp;quot; he accustomed to critiquing patches of every kind. Beside this, he knows many areas of the game due to working on applying patches. He is particularly used to answering question from new coders, and doesn't mind explaining trivial stuff. He was the one who started the &amp;quot;two patches, you're in&amp;quot; policy and the ReferenceWML part of the project.&lt;br /&gt;
&lt;br /&gt;
=== Crab_ ===&lt;br /&gt;
iurii chernyi (Crab) has joined the team in 2009. He restructured Wesnoth AI as part of GSoC-2009, and is an expert on all aspects of current Wesnoth AI codebase. So, he's the person to ask about anything in '''src/ai'''. He also knows much about campaign units/leaders persistence.&lt;br /&gt;
&lt;br /&gt;
=== Dave alias Sirp ===&lt;br /&gt;
Sirp started Wesnoth and is our lead developer. He is currently our C++ expert and is also the one that is working on the new Formula AI. Any questions regarding the formula AI should be directed to him.&lt;br /&gt;
&lt;br /&gt;
=== Dragonking ===&lt;br /&gt;
&lt;br /&gt;
He is one of our best Wesnoth players, and understands the various strategies well. He has also programmed much of the Wesnoth Formula AI system and understands it well.&lt;br /&gt;
&lt;br /&gt;
=== Eric S. Raymond (ESR) ===&lt;br /&gt;
ESR is our project toolsmith; he has written several tools that semi-automate various aspects of WML maintenance.  While most of our developers/designers concentrate on either the C++ core or WML but not both, he has a balanced understanding of both levels and may be helpful in helping students develop a grasp of the overall architecture.  Finally, he did the last overhaul of the Wesnoth UI and understands UI design principles; he is well-equipped to guide students working in that area.&lt;br /&gt;
&lt;br /&gt;
=== Gabriel Morin (gabba) ===&lt;br /&gt;
&lt;br /&gt;
gabba joined the team in 2010 where he participated in GSoC, and is the conceptor and maintainer of Wesnoth's planning system, codenamed &amp;quot;Whiteboard&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== happygrue/Wintermute === &lt;br /&gt;
&lt;br /&gt;
Has been involved with multiplayer balance and testing for a number of years.  Currently working on balancing the default+khalifate era, but interested in, and often available for, testing various aspects game play or mechanics.  A good person to bug about getting feedback from the multiplayer community about any relevant issue.&lt;br /&gt;
&lt;br /&gt;
=== ilor ===&lt;br /&gt;
2008 GSoC student, worked on and maintains the new map editor in Wesnoth 1.5/1.6/1.7. Has some fairly recent experience with getting &amp;quot;in&amp;quot; the Wesnoth codebase.&lt;br /&gt;
&lt;br /&gt;
=== Karol Nowak (grzywacz) ===&lt;br /&gt;
Two years he participated at GSoC as a student, so he will understand the situation of GSoC students. Beside this he is our top expert on Wesnoth for embedded devices as he worked on the gp2x support.&lt;br /&gt;
&lt;br /&gt;
=== loonycyborg ===&lt;br /&gt;
Maintainer of Wesnoth's SCons build system and windows packager. Might also help out with other buildsystems.&lt;br /&gt;
&lt;br /&gt;
=== Mordante ===&lt;br /&gt;
Many of the possible projects involve the code for which he is an area expert. Also, many of the possible projects currently listed on the ideas page require GUI parts to work. Mordante is currently busy rewriting the old gui engine, he will be our expert there as well as already being our area expert for the terrain engine. He also has limited experience with boost asio.&lt;br /&gt;
&lt;br /&gt;
=== Nils Kneuper (Ivanovic) ===&lt;br /&gt;
He is doing nothing special, he just does some &amp;quot;administrative work&amp;quot; like packaging fresh tarballs when it is time for them and works on setting up any kind of deadlines and timetables related to releasing. He has administrative powers in most areas, no matter if website, forum or IRC. Beside this he uploads translation updates, tries to communicate with the translation teams when it is required and translates a little bit himself every now and then. But in general he is not a real expert in anything, just has a look at things that come up and redirects people to the correct contacts.&lt;br /&gt;
&lt;br /&gt;
=== Noy ===&lt;br /&gt;
Noy is an oddity among developers; he's got no coding skills whatsoever and possesses a limited understanding of computers, which is illustrated by his difficulty operating a Mac. Instead, Noy makes his contribution in gameplay and multiplayer design, drawing upon his background in social sciences research, military strategy and playing games online, to understand the effects of development on the playing community behavior. Along with Soliton, Noy is a useful conduit to discuss any issues in this area.&lt;br /&gt;
&lt;br /&gt;
=== Sapient ===&lt;br /&gt;
This developer started working on the GUI and widgets, but recently he focused more on improving the internal mechanics of the WML engine such as variable look-ups and filtering. Sapient is not as active anymore but he does come one IRC in the evenings (U.S.A.). He has touched-up many areas of the code in small ways over time, thus he has a good general knowledge of the C++ code and also has worked a little on some python maintenance scripts. &lt;br /&gt;
&lt;br /&gt;
=== shadowm ===&lt;br /&gt;
He has been around since late 2007, and has worked in many areas of the game, including WML event commands handling, image path functions, and the add-ons client code. As an add-on content developer, he also knows a lot about the WML language itself (preprocessor, syntax) and the functionality available in single-player campaigns.&lt;br /&gt;
&lt;br /&gt;
=== Soliton ===&lt;br /&gt;
He knows our MP server setup best. Beside this he has already done a lot of work on the MP server himself. So he probably has most knowledge about it and, being one of our MP-developers, might provide important help from the perspective of the MP player community and what is needed there.&lt;br /&gt;
&lt;br /&gt;
=== YogiHH ===&lt;br /&gt;
Since he is the developer who know most about building under Windows, he will probably be really helpful. Either if the student comes from the Windows side, or to help test resulting work to make sure that it does work on Windows and, for the case that it does not, to show them where problems are.&lt;br /&gt;
YogiHH also knows quite a bit about the game engine and everything that has to do with replays and savegames.&lt;br /&gt;
&lt;br /&gt;
=== zookeeper or Mythological or Rhuvaen ===&lt;br /&gt;
As our leading WML experts those are to be contacted when it comes to anything related WML problems since they know this stuff best. They do maintain most of the campaigns and improve them whenever they have a good idea for changes.&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration&amp;diff=36134</id>
		<title>ServerAdministration</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration&amp;diff=36134"/>
		<updated>2010-04-17T00:19:34Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Wesnoth server, [[wesnothd]] provides a simple interface for administering the server from within the game itself.&lt;br /&gt;
&lt;br /&gt;
To issue an administrative command to the server, you must be connected to the server using Wesnoth, and in the lobby. Any text you type into the chat box that begins with '/query ' will be considered an administrative command instead of a normal chat message. It will not be relayed to other users, but instead treated as a command by the server.&lt;br /&gt;
&lt;br /&gt;
Most commands are not accessible to normal users. They are only accessible once you have authenticated yourself to the server as an administrator. The way to authenticate yourself as an administrator is to use the command,&lt;br /&gt;
&lt;br /&gt;
'''/query admin &amp;lt;password&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;password&amp;gt; is the administrative password to the server. The administrative password is specified as the passwd attribute in wesnothd.cfg. Naturally the password for a server should be kept a secret. One danger is that if you forget to type '/query ' at the start of a command you may accidentally type the password in a chat message, and let all users on the server know it. If you do this, then notify an administrator who has access to the box as soon as possible, so they can reset the password in wesnothd.cfg. We may provide features to prevent this kind of accident in future versions.&lt;br /&gt;
&lt;br /&gt;
A message from the server should tell you that you have successfully authenticated yourself as an administrator. The server will recognize you as an administrator until the next time you log out of the server. If the server has support for accounts it may also remember and authenticate you automatically as an administrator next time.&lt;br /&gt;
&lt;br /&gt;
== Available commands ==&lt;br /&gt;
&lt;br /&gt;
Note: Moderators of the official Wesnoth servers can utilize these commands [[ServerAdministration_FromIRC|via IRC]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/query adminmsg &amp;lt;message&amp;gt;''': sends a message to all administrators and also gets logged in case none is on. You can use this to report abuse, rule violations, etc. (available to non-administrators, duh)&lt;br /&gt;
&lt;br /&gt;
'''/query games''': shows how many games have ended in various ways. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query metrics''': shows a simple metrics report of how the server has been performing. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query netstats''': shows some network stats. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query stats''': shows the current number of users and games. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query wml''': shows stats about WML documents and their current memory consumption. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query status [&amp;lt;nickmask&amp;gt;]''': this command will show you a list of users (matching the nickmask) connected to the server, with IP addresses, and how long they have been connected. Note that IP addresses of users are not available to non-administrators, and should be treated as confidential. When used as a non-administrator it just returns the entry of the user.&lt;br /&gt;
&lt;br /&gt;
'''/query motd [&amp;lt;message&amp;gt;]''': this command sets the message of the day that appears as the first message users get when they log on to the server. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]]. Without argument it returns the current motd. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query msg &amp;lt;message&amp;gt;''': this command will relay the message 'message' to all users on the server, even if they are in a game. The message will appear to come from 'server', so you should write your name as part of the message if it is necessary to show who it comes from. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]].&lt;br /&gt;
&lt;br /&gt;
'''/query lobbymsg &amp;lt;message&amp;gt;''': this command will relay the message 'message' to all users in the lobby of the server. The message will appear to come from 'server', so you should write your name as part of the message if it is necessary to show who it comes from. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]].&lt;br /&gt;
&lt;br /&gt;
'''/green &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with green font (alias for '/query lobbymsg @&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/red &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with red font (alias for '/query lobbymsg #&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/yellow &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with yellow font (alias for '/query lobbymsg &amp;lt;255,255,0&amp;gt;&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/query clones''': shows a list of all users that have the same IP address as another one.&lt;br /&gt;
&lt;br /&gt;
'''/query kick &amp;lt;mask&amp;gt; [&amp;lt;reason&amp;gt;]''': this command will disconnect the user matching the given nick or ip mask from the server.&lt;br /&gt;
&lt;br /&gt;
'''/query ban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command will make the server refuse connections from users matching the given IP mask or the IPs of users matching the nick mask. Existing bans (and their reason!) will be overwritten so you can change the reason for a ban by adding it again.&lt;br /&gt;
&lt;br /&gt;
'''/query gban &amp;lt;mask&amp;gt; &amp;lt;group&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command will make a ban that belongs to a group. They function just like ordinary bans but only the group name is mentioned in the ban listing.&lt;br /&gt;
&lt;br /&gt;
'''/query bans''': shows a list of currently banned IP masks and the reasons for the bans.&lt;br /&gt;
&lt;br /&gt;
'''/query kban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command is equivalent to 'kick &amp;lt;mask&amp;gt;' 'ban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;' -- i.e. bans the users matching the IP mask or the IPs of users matching the nick mask and disconnects them all in one go. The most common way to ban someone from the server.&lt;br /&gt;
&lt;br /&gt;
'''/query unban &amp;lt;ipmask&amp;gt;''': this command removes the specified IP mask from the ban list.&lt;br /&gt;
&lt;br /&gt;
'''/query ungban &amp;lt;group&amp;gt;''': this command removes all bans in the group.&lt;br /&gt;
&lt;br /&gt;
'''/query searchlog &amp;lt;mask&amp;gt;''': this returns the IP a nick matching the mask has used or the nicks that used a matching IP. Unlike status this searches the IP log.&lt;br /&gt;
&lt;br /&gt;
'''/query deny_unregistered_login [yes|no]''': If set to yes the server will refuse to let unregistered users log in. Without an argument the current setting is displayed. There is an alias 'dul' for convenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masks are arguments that can contain wildcards ('*' and '?'). '*' matches any number of characters (including none), and '?' any one character. IP masks are masks that contain at least one '.'.&lt;br /&gt;
&lt;br /&gt;
The time parameter is used to set the time when a ban expires. A simple example is 2D12h which means after 2 days and 12 hours the ban gets removed. Modifiers are: s=seconds, m=minutes, h=hours, D=days, M=months and Y=years (case doesn't actually matter except for minutes (m) and months (M); also you can write the modifiers (partially) out as in 2days12hours). Permanent bans can be set with 'permanent' or '0' as the time argument. We can also set shortcuts like LONG, MEDIUM and SHORT for common ban lengths but none is set yet.&lt;br /&gt;
&lt;br /&gt;
== Future extensions ==&lt;br /&gt;
&lt;br /&gt;
The current administrative interface is fairly primitive. We plan to provide some further extensions in the future, such as,&lt;br /&gt;
&lt;br /&gt;
'''/query mute &amp;lt;nick&amp;gt;''': makes it so that any messages sent by the user with the given nick will not be received by any other user on the server unless they share an IP address with 'nick'. Any games created by 'nick' will likewise not be seen by other users. 'nick' may observe games but will not appear in the observer list, and players of the game will not see any messages they type.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[ServerAdministration_FromIRC|Server Administration via IRC]]&lt;br /&gt;
* [[MP_CodeOfConduct|Multiplayer Information]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35214</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35214"/>
		<updated>2010-03-30T18:23:45Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Administration via IRC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The official Wesnoth servers can be moderated via IRC from the moderator IRC channel - which you know the location of if you are a moderator.&lt;br /&gt;
&lt;br /&gt;
Lobby chat, games, and other statistics are echoed at [irc://irc.freenode.net/wesnoth-mp-lobby-stable #wesnoth-mp-lobby-stable] and [irc://irc.freenode.net/wesnoth-mp-lobby-dev #wesnoth-mp-lobby-dev].&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
Server administration commands are accessed via IRC by directing them to the lobby bot rather than using &amp;quot;/query&amp;quot; as is done on the server.  For an action on the stable server direct commands to &amp;quot;lobby: &amp;quot;, and for the development server &amp;quot;lobby !dev: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
 lobby: kick &amp;lt;mask&amp;gt; [&amp;lt;reason&amp;gt;]&lt;br /&gt;
kicks a user from the stable server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since knowing where a message is going is important, here is a list of message commands available in the moderation channel, all prefixed by &amp;quot;lobby: &amp;quot; or &amp;quot;lobby: !dev: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;text&amp;gt;            sends a message to all server admins on the server (instead of the adminmsg command).&lt;br /&gt;
 &lt;br /&gt;
 /msg &amp;lt;text&amp;gt;       sends a message to all users on the server, even if they are in a game.&lt;br /&gt;
  &lt;br /&gt;
 /lobbymsg &amp;lt;text&amp;gt;  sends a message to all users in the lobby.&lt;br /&gt;
&lt;br /&gt;
 /pm &amp;lt;mask&amp;gt; &amp;lt;text&amp;gt; sends a private message to a user.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35213</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35213"/>
		<updated>2010-03-30T18:23:29Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Administration via IRC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The official Wesnoth servers can be moderated via IRC from the moderator IRC channel - which you know the location of if you are a moderator.&lt;br /&gt;
&lt;br /&gt;
Lobby chat, games, and other statistics are echoed at [irc://irc.freenode.net/wesnoth-mp-lobby-stable #wesnoth-mp-lobby-stable] and [irc://irc.freenode.net/wesnoth-mp-lobby-dev #wesnoth-mp-lobby-dev].&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
Server administration commands are accessed via IRC by directing them to the lobby bot rather than using &amp;quot;/query&amp;quot; as is done on the server.  For an action on the stable server direct commands to &amp;quot;lobby: &amp;quot;, and for the development server &amp;quot;lobby !dev: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
 lobby: kick &amp;lt;mask&amp;gt; [&amp;lt;reason&amp;gt;]&lt;br /&gt;
kicks a user from the stable server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since knowing where a message is going is important, here is a list of message commands available in the moderation channel, all prefixed by &amp;quot;lobby: &amp;quot; or &amp;quot;lobby: !dev: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;text&amp;gt;            sends a message to all server admins on the server (instead of the adminmsg command).&lt;br /&gt;
 &lt;br /&gt;
 /msg &amp;lt;text&amp;gt;       sends a message to all users on the server, even if they are in a game.&lt;br /&gt;
  &lt;br /&gt;
 /lobbymsg &amp;lt;text&amp;gt;  sends a message to all users in the lobby.&lt;br /&gt;
 /pm &amp;lt;mask&amp;gt; &amp;lt;text&amp;gt; sends a private message to a user.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35212</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35212"/>
		<updated>2010-03-30T18:23:01Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Administration via IRC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The official Wesnoth servers can be moderated via IRC from the moderator IRC channel - which you know the location of if you are a moderator.&lt;br /&gt;
&lt;br /&gt;
Lobby chat, games, and other statistics are echoed at [irc://irc.freenode.net/wesnoth-mp-lobby-stable #wesnoth-mp-lobby-stable] and [irc://irc.freenode.net/wesnoth-mp-lobby-dev #wesnoth-mp-lobby-dev].&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
Server administration commands are accessed via IRC by directing them to the lobby bot rather than using &amp;quot;/query&amp;quot; as is done on the server.  For an action on the stable server direct commands to &amp;quot;lobby: &amp;quot;, and for the development server &amp;quot;lobby !dev: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
 lobby: kick &amp;lt;mask&amp;gt; [&amp;lt;reason&amp;gt;]&lt;br /&gt;
kicks a user from the stable server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since knowing where a message is going is important, here is a list of message commands available in the moderation channel, all prefixed by &amp;quot;lobby: &amp;quot; or &amp;quot;lobby: !dev: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;text&amp;gt;            sends a message to all server admins on the server (instead of the adminmsg command).&lt;br /&gt;
 &lt;br /&gt;
 /msg &amp;lt;text&amp;gt;       sends a message to all users on the server, even if they are in a game.&lt;br /&gt;
  &lt;br /&gt;
 /lobbymsg &amp;lt;text&amp;gt;  sends a message to all users in the lobby.&lt;br /&gt;
&lt;br /&gt;
 /pm &amp;lt;mask&amp;gt; &amp;lt;tect&amp;gt; sends a private message to a user.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35199</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35199"/>
		<updated>2010-03-30T17:36:55Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The official Wesnoth servers can be moderated via IRC from the moderator IRC channel - which you know the location of if you are a moderator.&lt;br /&gt;
&lt;br /&gt;
Lobby chat, games, and other statistics are echoed at [irc://irc.freenode.net/wesnoth-mp-lobby-stable #wesnoth-mp-lobby-stable] and [irc://irc.freenode.net/wesnoth-mp-lobby-dev #wesnoth-mp-lobby-dev].&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35197</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35197"/>
		<updated>2010-03-30T17:29:44Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The official Wesnoth servers can be moderated via IRC from the moderator IRC channel, [irc://irc.freenode.net/wesnoth-mp-mod #wesnoth-mp-mod].  &lt;br /&gt;
&lt;br /&gt;
Lobby chat, games, and other statistics are echoed at [irc://irc.freenode.net/wesnoth-mp-lobby-stable #wesnoth-mp-lobby-stable] and [irc://irc.freenode.net/wesnoth-mp-lobby-dev #wesnoth-mp-lobby-dev].&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35196</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35196"/>
		<updated>2010-03-30T17:27:42Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The official Wesnoth servers can be moderated via IRC from the moderator IRC channel, #wesnoth-mp-mod.  &lt;br /&gt;
&lt;br /&gt;
Lobby chat, games, and other statistics are echoed at #wesnoth-mp-lobby-stable and #wesnoth-mp-lobby-dev.&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35192</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35192"/>
		<updated>2010-03-30T17:19:53Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [[ServerAdministration]] for admin commands&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration&amp;diff=35189</id>
		<title>ServerAdministration</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration&amp;diff=35189"/>
		<updated>2010-03-30T17:15:20Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Available commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Wesnoth server, [[wesnothd]] provides a simple interface for administering the server from within the game itself.&lt;br /&gt;
&lt;br /&gt;
To issue an administrative command to the server, you must be connected to the server using Wesnoth, and in the lobby. Any text you type into the chat box that begins with '/query ' will be considered an administrative command instead of a normal chat message. It will not be relayed to other users, but instead treated as a command by the server.&lt;br /&gt;
&lt;br /&gt;
Most commands are not accessible to normal users. They are only accessible once you have authenticated yourself to the server as an administrator. The way to authenticate yourself as an administrator is to use the command,&lt;br /&gt;
&lt;br /&gt;
'''/query admin &amp;lt;password&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;password&amp;gt; is the administrative password to the server. The administrative password is specified as the passwd attribute in wesnothd.cfg. Naturally the password for a server should be kept a secret. One danger is that if you forget to type '/query ' at the start of a command you may accidentally type the password in a chat message, and let all users on the server know it. If you do this, then notify an administrator who has access to the box as soon as possible, so they can reset the password in wesnothd.cfg. We may provide features to prevent this kind of accident in future versions.&lt;br /&gt;
&lt;br /&gt;
A message from the server should tell you that you have successfully authenticated yourself as an administrator. The server will recognize you as an administrator until the next time you log out of the server. If the server has support for accounts it may also remember and authenticate you automatically as an administrator next time.&lt;br /&gt;
&lt;br /&gt;
== Available commands ==&lt;br /&gt;
&lt;br /&gt;
Note: Moderators of the official Wesnoth servers can utilize these commands [[ServerAdministration_FromIRC|via IRC]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/query adminmsg &amp;lt;message&amp;gt;''': sends a message to all administrators and also gets logged in case none is on. You can use this to report abuse, rule violations, etc. (available to non-administrators, duh)&lt;br /&gt;
&lt;br /&gt;
'''/query games''': shows how many games have ended in various ways. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query metrics''': shows a simple metrics report of how the server has been performing. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query netstats''': shows some network stats. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query stats''': shows the current number of users and games. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query wml''': shows stats about WML documents and their current memory consumption. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query status [&amp;lt;nickmask&amp;gt;]''': this command will show you a list of users (matching the nickmask) connected to the server, with IP addresses, and how long they have been connected. Note that IP addresses of users are not available to non-administrators, and should be treated as confidential. When used as a non-administrator it just returns the entry of the user.&lt;br /&gt;
&lt;br /&gt;
'''/query motd [&amp;lt;message&amp;gt;]''': this command sets the message of the day that appears as the first message users get when they log on to the server. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]]. Without argument it returns the current motd. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query msg &amp;lt;message&amp;gt;''': this command will relay the message 'message' to all users on the server, even if they are in a game. The message will appear to come from 'server', so you should write your name as part of the message if it is necessary to show who it comes from. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]].&lt;br /&gt;
&lt;br /&gt;
'''/query lobbymsg &amp;lt;message&amp;gt;''': this command will relay the message 'message' to all users in the lobby of the server. The message will appear to come from 'server', so you should write your name as part of the message if it is necessary to show who it comes from. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]].&lt;br /&gt;
&lt;br /&gt;
'''/green &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with green font (alias for '/query lobbymsg @&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/red &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with red font (alias for '/query lobbymsg #&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/yellow &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with yellow font (alias for '/query lobbymsg &amp;lt;255,255,0&amp;gt;&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/query clones''': shows a list of all users that have the same IP address as another one.&lt;br /&gt;
&lt;br /&gt;
'''/query kick &amp;lt;mask&amp;gt; [&amp;lt;reason&amp;gt;]''': this command will disconnect the user matching the given nick or ip mask from the server.&lt;br /&gt;
&lt;br /&gt;
'''/query ban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command will make the server refuse connections from users matching the given IP mask or the IPs of users matching the nick mask. Existing bans (and their reason!) will be overwritten so you can change the reason for a ban by adding it again.&lt;br /&gt;
&lt;br /&gt;
'''/query gban &amp;lt;mask&amp;gt; &amp;lt;group&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command will make a ban that belongs to a group. They function just like ordinary bans but only the group name is mentioned in the ban listing.&lt;br /&gt;
&lt;br /&gt;
'''/query bans''': shows a list of currently banned IP masks and the reasons for the bans.&lt;br /&gt;
&lt;br /&gt;
'''/query kban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command is equivalent to 'kick &amp;lt;mask&amp;gt;' 'ban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;' -- i.e. bans the users matching the IP mask or the IPs of users matching the nick mask and disconnects them all in one go. The most common way to ban someone from the server.&lt;br /&gt;
&lt;br /&gt;
'''/query unban &amp;lt;ipmask&amp;gt;''': this command removes the specified IP mask from the ban list.&lt;br /&gt;
&lt;br /&gt;
'''/query ungban &amp;lt;group&amp;gt;''': this command removes all bans in the group.&lt;br /&gt;
&lt;br /&gt;
'''/query searchlog &amp;lt;mask&amp;gt;''': this returns the IP a nick matching the mask has used or the nicks that used a matching IP. Unlike status this searches the IP log.&lt;br /&gt;
&lt;br /&gt;
'''/query deny_unregistered_login [yes|no]''': If set to yes the server will refuse to let unregistered users log in. Without an argument the current setting is displayed. There is an alias 'dul' for convenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masks are arguments that can contain wildcards ('*' and '?'). '*' matches any number of characters (including none), and '?' any one character. IP masks are masks that contain at least one '.'.&lt;br /&gt;
&lt;br /&gt;
The time parameter is used to set the time when a ban expires. A simple example is 2D12h which means after 2 days and 12 hours the ban gets removed. Modifiers are: s=seconds, m=minutes, h=hours, D=days, M=months and Y=years (case doesn't actually matter except for minutes (m) and months (M); also you can write the modifiers (partially) out as in 2days12hours). Permanent bans can be set with 'permanent' or '0' as the time argument. We can also set shortcuts like LONG, MEDIUM and SHORT for common ban lengths but none is set yet.&lt;br /&gt;
&lt;br /&gt;
== Future extensions ==&lt;br /&gt;
&lt;br /&gt;
The current administrative interface is fairly primitive. We plan to provide some further extensions in the future, such as,&lt;br /&gt;
&lt;br /&gt;
'''/query mute &amp;lt;nick&amp;gt;''': makes it so that any messages sent by the user with the given nick will not be received by any other user on the server unless they share an IP address with 'nick'. Any games created by 'nick' will likewise not be seen by other users. 'nick' may observe games but will not appear in the observer list, and players of the game will not see any messages they type.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[ServerAdministration_FromIRC|Server Administration via IRC]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration&amp;diff=35188</id>
		<title>ServerAdministration</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration&amp;diff=35188"/>
		<updated>2010-03-30T17:14:52Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Wesnoth server, [[wesnothd]] provides a simple interface for administering the server from within the game itself.&lt;br /&gt;
&lt;br /&gt;
To issue an administrative command to the server, you must be connected to the server using Wesnoth, and in the lobby. Any text you type into the chat box that begins with '/query ' will be considered an administrative command instead of a normal chat message. It will not be relayed to other users, but instead treated as a command by the server.&lt;br /&gt;
&lt;br /&gt;
Most commands are not accessible to normal users. They are only accessible once you have authenticated yourself to the server as an administrator. The way to authenticate yourself as an administrator is to use the command,&lt;br /&gt;
&lt;br /&gt;
'''/query admin &amp;lt;password&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;password&amp;gt; is the administrative password to the server. The administrative password is specified as the passwd attribute in wesnothd.cfg. Naturally the password for a server should be kept a secret. One danger is that if you forget to type '/query ' at the start of a command you may accidentally type the password in a chat message, and let all users on the server know it. If you do this, then notify an administrator who has access to the box as soon as possible, so they can reset the password in wesnothd.cfg. We may provide features to prevent this kind of accident in future versions.&lt;br /&gt;
&lt;br /&gt;
A message from the server should tell you that you have successfully authenticated yourself as an administrator. The server will recognize you as an administrator until the next time you log out of the server. If the server has support for accounts it may also remember and authenticate you automatically as an administrator next time.&lt;br /&gt;
&lt;br /&gt;
== Available commands ==&lt;br /&gt;
&lt;br /&gt;
Note: Moderators of the official Wesnoth servers can utilize these commands [[ServerAdministration_FromIRC|via IRC]].&lt;br /&gt;
&lt;br /&gt;
'''/query adminmsg &amp;lt;message&amp;gt;''': sends a message to all administrators and also gets logged in case none is on. You can use this to report abuse, rule violations, etc. (available to non-administrators, duh)&lt;br /&gt;
&lt;br /&gt;
'''/query games''': shows how many games have ended in various ways. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query metrics''': shows a simple metrics report of how the server has been performing. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query netstats''': shows some network stats. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query stats''': shows the current number of users and games. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query wml''': shows stats about WML documents and their current memory consumption. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query status [&amp;lt;nickmask&amp;gt;]''': this command will show you a list of users (matching the nickmask) connected to the server, with IP addresses, and how long they have been connected. Note that IP addresses of users are not available to non-administrators, and should be treated as confidential. When used as a non-administrator it just returns the entry of the user.&lt;br /&gt;
&lt;br /&gt;
'''/query motd [&amp;lt;message&amp;gt;]''': this command sets the message of the day that appears as the first message users get when they log on to the server. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]]. Without argument it returns the current motd. (available to non-administrators)&lt;br /&gt;
&lt;br /&gt;
'''/query msg &amp;lt;message&amp;gt;''': this command will relay the message 'message' to all users on the server, even if they are in a game. The message will appear to come from 'server', so you should write your name as part of the message if it is necessary to show who it comes from. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]].&lt;br /&gt;
&lt;br /&gt;
'''/query lobbymsg &amp;lt;message&amp;gt;''': this command will relay the message 'message' to all users in the lobby of the server. The message will appear to come from 'server', so you should write your name as part of the message if it is necessary to show who it comes from. You can prefix the message with color formatting as described in [[InterfaceActionsWML#.5Bmessage.5D]].&lt;br /&gt;
&lt;br /&gt;
'''/green &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with green font (alias for '/query lobbymsg @&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/red &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with red font (alias for '/query lobbymsg #&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/yellow &amp;lt;message&amp;gt;''': this command executes the lobbymsg command with yellow font (alias for '/query lobbymsg &amp;lt;255,255,0&amp;gt;&amp;lt;message&amp;gt;').&lt;br /&gt;
&lt;br /&gt;
'''/query clones''': shows a list of all users that have the same IP address as another one.&lt;br /&gt;
&lt;br /&gt;
'''/query kick &amp;lt;mask&amp;gt; [&amp;lt;reason&amp;gt;]''': this command will disconnect the user matching the given nick or ip mask from the server.&lt;br /&gt;
&lt;br /&gt;
'''/query ban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command will make the server refuse connections from users matching the given IP mask or the IPs of users matching the nick mask. Existing bans (and their reason!) will be overwritten so you can change the reason for a ban by adding it again.&lt;br /&gt;
&lt;br /&gt;
'''/query gban &amp;lt;mask&amp;gt; &amp;lt;group&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command will make a ban that belongs to a group. They function just like ordinary bans but only the group name is mentioned in the ban listing.&lt;br /&gt;
&lt;br /&gt;
'''/query bans''': shows a list of currently banned IP masks and the reasons for the bans.&lt;br /&gt;
&lt;br /&gt;
'''/query kban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;''': this command is equivalent to 'kick &amp;lt;mask&amp;gt;' 'ban &amp;lt;mask&amp;gt; &amp;lt;time&amp;gt; &amp;lt;reason&amp;gt;' -- i.e. bans the users matching the IP mask or the IPs of users matching the nick mask and disconnects them all in one go. The most common way to ban someone from the server.&lt;br /&gt;
&lt;br /&gt;
'''/query unban &amp;lt;ipmask&amp;gt;''': this command removes the specified IP mask from the ban list.&lt;br /&gt;
&lt;br /&gt;
'''/query ungban &amp;lt;group&amp;gt;''': this command removes all bans in the group.&lt;br /&gt;
&lt;br /&gt;
'''/query searchlog &amp;lt;mask&amp;gt;''': this returns the IP a nick matching the mask has used or the nicks that used a matching IP. Unlike status this searches the IP log.&lt;br /&gt;
&lt;br /&gt;
'''/query deny_unregistered_login [yes|no]''': If set to yes the server will refuse to let unregistered users log in. Without an argument the current setting is displayed. There is an alias 'dul' for convenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masks are arguments that can contain wildcards ('*' and '?'). '*' matches any number of characters (including none), and '?' any one character. IP masks are masks that contain at least one '.'.&lt;br /&gt;
&lt;br /&gt;
The time parameter is used to set the time when a ban expires. A simple example is 2D12h which means after 2 days and 12 hours the ban gets removed. Modifiers are: s=seconds, m=minutes, h=hours, D=days, M=months and Y=years (case doesn't actually matter except for minutes (m) and months (M); also you can write the modifiers (partially) out as in 2days12hours). Permanent bans can be set with 'permanent' or '0' as the time argument. We can also set shortcuts like LONG, MEDIUM and SHORT for common ban lengths but none is set yet.&lt;br /&gt;
&lt;br /&gt;
== Future extensions ==&lt;br /&gt;
&lt;br /&gt;
The current administrative interface is fairly primitive. We plan to provide some further extensions in the future, such as,&lt;br /&gt;
&lt;br /&gt;
'''/query mute &amp;lt;nick&amp;gt;''': makes it so that any messages sent by the user with the given nick will not be received by any other user on the server unless they share an IP address with 'nick'. Any games created by 'nick' will likewise not be seen by other users. 'nick' may observe games but will not appear in the observer list, and players of the game will not see any messages they type.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[ServerAdministration_FromIRC|Server Administration via IRC]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35186</id>
		<title>ServerAdministration FromIRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ServerAdministration_FromIRC&amp;diff=35186"/>
		<updated>2010-03-30T17:11:00Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: Created page with '== Overview ==    == Administration via IRC ==   == Links =='&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Administration via IRC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Support&amp;diff=27360</id>
		<title>Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Support&amp;diff=27360"/>
		<updated>2008-11-10T20:47:22Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Wiki Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There are many ways to get help. From online documentation to support from the community on IRC or forums.&lt;br /&gt;
&lt;br /&gt;
== Wiki Resources ==&lt;br /&gt;
* [[Play|Online Players Guide]] - Game manual, walkthroughs, strategy guides, and more.&lt;br /&gt;
* [[Create|Content-Creation Guide]] - Manual showing how to create new campaigns for Wesnoth.&lt;br /&gt;
* [[StartingPoints|Starting Points]] - List of pages to serve as starting point for diving deeply into the wiki...&lt;br /&gt;
* [[MP_CodeOfConduct | Multiplayer Information ]] - Info about server moderators, useful MP commands, and our online Code of Conduct.&lt;br /&gt;
&lt;br /&gt;
== Reporting Bugs ==&lt;br /&gt;
If you are experiencing problems, you should consider [[ReportingBugs|reporting a bug]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
When asking for help with some technical problem in the game forums, please provide the following information:&lt;br /&gt;
* which operating system do you use (e.g. Windows, Linux, Mac OSX)&lt;br /&gt;
* which version of Wesnoth do you use (it is displayed in the bottom left corner of title screen)&lt;br /&gt;
* contents of file &amp;quot;stderr.txt&amp;quot;&lt;br /&gt;
** on MS Windows, it is here: &amp;quot;C:\Program Files\Wesnoth\stderr.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* [http://www.wesnoth.org/forum/ Official Wesnoth forums]&lt;br /&gt;
* [[Wesnoth_Acronyms_and_Slang|Wesnoth Acronyms]] - forum lingo&lt;br /&gt;
* [http://www.wesnoth.cn Chinese wesnoth forums]&lt;br /&gt;
* [http://wif.altervista.org/index.php  Wesnoth Italian Forums (W.I.F)]&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
If you don't know what IRC is, check out [http://www.irchelp.org/ irchelp].&lt;br /&gt;
&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth #wesnoth]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-dev #wesnoth-dev]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-mp #wesnoth-mp]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-music #wesnoth-music]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-umc-dev #wesnoth-umc-dev]&lt;br /&gt;
* [irc://irc.tweakers.net/wesnoth #wesnoth (Dutch channel)]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-de #wesnoth-de (German channel)]&lt;br /&gt;
* [irc://irc.syrolnet.org/WIF #WIF (Italian channel)] &lt;br /&gt;
You can also see the [http://irclog.wesnoth.org/ logs].&lt;br /&gt;
&lt;br /&gt;
=== Mailing Lists ===&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-dev/ wesnoth-dev] ([https://mail.gna.org/public/wesnoth-dev/ archives])&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-commits/ wesnoth-commits] ([https://mail.gna.org/public/wesnoth-commits/ archives])&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-i18n/ wesnoth-i18n] ([https://mail.gna.org/public/wesnoth-i18n/ archives])&lt;br /&gt;
&lt;br /&gt;
=== Other Servers List ===&lt;br /&gt;
see [http://www.wesnoth.org/wiki/MultiplayerServers here]&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Play&amp;diff=27359</id>
		<title>Play</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Play&amp;diff=27359"/>
		<updated>2008-11-10T20:44:56Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Playing Battle for Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Battle for Wesnoth ==&lt;br /&gt;
* [[Description|About the project]]&lt;br /&gt;
* [[Download|Downloads and Source Code Page]]&lt;br /&gt;
* [[CompilingWesnoth| Compiling Wesnoth]]&lt;br /&gt;
* [[WesnothBinariesLinux| Binary Installation -- the easy way]]&lt;br /&gt;
&lt;br /&gt;
== Playing Battle for Wesnoth ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.4-8.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.4-8-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The Elves Besieged&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[GettingStarted|Get Started]]&lt;br /&gt;
* [[WesnothManual|Game Manual]]&lt;br /&gt;
* [[BasicStrategy|Basic Tactics]]&lt;br /&gt;
* [[MainlineCampaigns|Walkthroughs of Official Campaigns]]&lt;br /&gt;
* [[UserScenarios | User-made Add-On Campaigns]]&lt;br /&gt;
* [[Competitive_Gaming | Competitive Gaming]]&lt;br /&gt;
* [[MP_CodeOfConduct | Multiplayer Information ]]&lt;br /&gt;
&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Players ==&lt;br /&gt;
* [[CommandMode|Debugging and Multiplayer Command Reference]]&lt;br /&gt;
* [[AdvancedTactics|Advanced Tactics]]&lt;br /&gt;
* [http://units.wesnoth.org/ Units Reference]&lt;br /&gt;
* [[MultiplayerServers|Multiplayer Servers]]&lt;br /&gt;
* [[How to play...|The &amp;quot;How to play&amp;quot; Series]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-map-1.jpg http://www.wesnoth.org/images/sshots/wesnoth-map-1-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Wesnoth and Surrounding Lands&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[History of Wesnoth|The history of Wesnoth]]&lt;br /&gt;
* [[Geography of Wesnoth|The geography of Wesnoth]]&lt;br /&gt;
* [[WesnothFigures|Notable figures of Wesnoth]]&lt;br /&gt;
* [[Races|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[Poetry of Wesnoth|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[WhatArePlayersSaying|Comments from Wesnoth Players]]&lt;br /&gt;
* [[WesnothReviews|Third party Wesnoth reviews]]&lt;br /&gt;
* [[Screenshots]]&lt;br /&gt;
* [[FAQ#Do_you_want_help_making_this_game.3F_How_can_I_help.3F|Help to improve the game]]&lt;br /&gt;
* A Wesnoth [[Glossary]]&lt;br /&gt;
* [[The Observer|The Observer]] -- The Unofficial Wesnoth Newspaper&lt;br /&gt;
* [http://wesnoth.dbzer0.com/blog/ The Wesnoth Journals] -- A collaborative Wesnoth blog. &lt;br /&gt;
* [[RelatedTools|Related Tools]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=26601</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=26601"/>
		<updated>2008-09-06T03:53:00Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Unit Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names of Mainline Campaigns and Scenarios ==&lt;br /&gt;
&lt;br /&gt;
*AoI      - &amp;quot;An Orcish Incursion&amp;quot;&lt;br /&gt;
*DiD      - &amp;quot;Descent into Darkness&amp;quot;&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot;&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot;&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot;&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot;&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot;&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot;&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot;&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot;&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot;&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot;&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot;&lt;br /&gt;
*NR       - &amp;quot;Northern Rebirth&amp;quot;&lt;br /&gt;
*SoF      - &amp;quot;Sceptre of Fire&amp;quot;&lt;br /&gt;
*SotBE    - &amp;quot;Son of the Black Eye&amp;quot;&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot;&lt;br /&gt;
*THoT     - &amp;quot;The Hammer of Thurgasan&amp;quot;&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot;&lt;br /&gt;
*TSG      - &amp;quot;The South Guard&amp;quot;&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*IftU     - &amp;quot;Invasion from the Unknown&amp;quot; (campaign name)&lt;br /&gt;
*LoW      - &amp;quot;Legend of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Names ==&lt;br /&gt;
&lt;br /&gt;
*bird    - usually Gryphon Rider/Master (knaglans), or occasionally a Falcon or Eagle Rider from the [[Extended Era]] Aragwaith and Kalifa factions.&lt;br /&gt;
*DA      - Dark Adept (undead)&lt;br /&gt;
*fish    - Merman (loyalists or rebels) or Naga Fighter (northerners)&lt;br /&gt;
*gobo    - An affectionate, if somewhat derogatory term for the Goblin Spearman&lt;br /&gt;
*gunner  - Dwarvish Thunderer/Thunderguard/Dragonguard (knaglans)&lt;br /&gt;
*HI      - Heavy Infantryman (loyalists)&lt;br /&gt;
*MoL     - Mage of Light (loyalists or rebels)&lt;br /&gt;
*Ulf     - Dwarvish Ulfserker (knaglans)&lt;br /&gt;
*WC      - Walking Corpse (undead)&lt;br /&gt;
*zombie  - Walking Corpse&lt;br /&gt;
&lt;br /&gt;
== Other, Wesnoth-specific ==&lt;br /&gt;
&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AoH     - Age of Heroes&lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CABD    - Can Already Be Done, e.g., you can already create custom unit abilities via WML.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtBH    - Chance to Be Hit (also C2BH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtBK    - Chance to Be Killed (also C2BK)&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*FPI     - Frequently Posted Idea (read the [http://www.wesnoth.org/forum/viewtopic.php?t=1158|FPI Post] from the Ideas Forum)&lt;br /&gt;
*HANE—EtH      - Hexes Are Not Evil - Embrace the Hex&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Multiplayer or Movement Points&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between three equal and opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options Are Bad; In reference to gameplay, not user interface options.  Mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert; In other words, we have discussed this before and have no interest in discussing it again, especially if it got ugly&lt;br /&gt;
* OOS - Out Of Synch - an error generated by Wesnoth.  OOS errors occur when game data for one player is different/incompatible from the others&lt;br /&gt;
* PoD    - Paths of Daggers, the name of a 2v2 multiplayer map.&lt;br /&gt;
*RiPLIB  - Reduction in Power when Levelling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - [http://www.wesnoth.org/forum/viewtopic.php?t=4385 1)] Wesnoth's experience system. &amp;lt;nowiki&amp;gt;2)&amp;lt;/nowiki&amp;gt; An &amp;quot;RPG-style&amp;quot; game on the MP server means the primary focus will be walking your leader-units through a scripted storyline involving map exploration and lots of WML.&lt;br /&gt;
*SLF     - [[StandardLocationFilter]]&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SUF     - [[StandardUnitFilter]]&lt;br /&gt;
*ToD     - Time of Day&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign or User Made Content (any add-on not packaged with Wesnoth)&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZoC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFaICT  - As Far as I Can Tell (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFaIK   - As Far as I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AfK     - Away from the Keyboard&lt;br /&gt;
*ASaP    - As Soon as Possible&lt;br /&gt;
*BRB     - Be Right Back&lt;br /&gt;
*BtW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*FYI     - For Your Information&lt;br /&gt;
*GtG     - Got to Go&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion&lt;br /&gt;
*LTNS    - Long Time No See&lt;br /&gt;
*OMG     - Oh My God&lt;br /&gt;
*OT      - Off Topic: can refer either to the forum category (http://www.wesnoth.org/forum/viewforum.php?f=11) or to spam&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*RotFL   - Rolling on the Floor Laughing; also RoFL&lt;br /&gt;
*RNG     - Random Number Generator&lt;br /&gt;
*RtFM    - Read the F***ing Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - as opposed to a turn-based game like Wesnoth&lt;br /&gt;
*SVN     - Subversion -- the bleeding-edge up-to-the-minute current version of Wesnoth [[WesnothSVN]] ([[What_Is_SVN]])&lt;br /&gt;
*TBS     - Turn Based Strategy Game, like Wesnoth&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=25917</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=25917"/>
		<updated>2008-06-08T03:03:03Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Other, Wesnoth-specific */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names of Mainline Campaigns and Scenarios ==&lt;br /&gt;
&lt;br /&gt;
*AoI      - &amp;quot;An Orcish Incursion&amp;quot;&lt;br /&gt;
*DiD      - &amp;quot;Descent into Darkness&amp;quot;&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot;&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot;&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot;&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot;&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot;&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot;&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot;&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot;&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot;&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot;&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot;&lt;br /&gt;
*NR       - &amp;quot;Northern Rebirth&amp;quot;&lt;br /&gt;
*SoF      - &amp;quot;Sceptre of Fire&amp;quot;&lt;br /&gt;
*SotBE    - &amp;quot;Son of the Black Eye&amp;quot;&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot;&lt;br /&gt;
*THoT     - &amp;quot;The Hammer of Thurgasan&amp;quot;&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot;&lt;br /&gt;
*TSG      - &amp;quot;The South Guard&amp;quot;&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*IftU     - &amp;quot;Invasion from the Unknown&amp;quot; (campaign name)&lt;br /&gt;
*LoW      - &amp;quot;Legend of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Names ==&lt;br /&gt;
&lt;br /&gt;
*bird    - usually Gryphon Rider/Master (knaglans), or occasionally a Falcon or Eagle Rider from the [[Extended Era]] Aragwaith and Kalifa factions.&lt;br /&gt;
*DA      - Dark Adept (undead)&lt;br /&gt;
*fish    - Merman (loyalists or rebels) or Naga Fighter (northerners)&lt;br /&gt;
*gunner  - Dwarvish Thunderer/Thunderguard/Dragonguard (knaglans)&lt;br /&gt;
*HI      - Heavy Infantryman (loyalists)&lt;br /&gt;
*MoL     - Mage of Light (loyalists or rebels)&lt;br /&gt;
*Ulf     - Dwarvish Ulfserker (knaglans)&lt;br /&gt;
*WC      - Walking Corpse (undead)&lt;br /&gt;
*zombie  - Walking Corpse&lt;br /&gt;
&lt;br /&gt;
== Other, Wesnoth-specific ==&lt;br /&gt;
&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AoH     - Age of Heroes&lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CABD    - Can Already Be Done, e.g., you can already create custom unit abilities via WML.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtBH    - Chance to Be Hit (also C2BH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtBK    - Chance to Be Killed (also C2BK)&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*FPI     - Frequently Posted Idea (read the [http://www.wesnoth.org/forum/viewtopic.php?t=1158|FPI Post] from the Ideas Forum)&lt;br /&gt;
*HANE—EtH      - Hexes Are Not Evil - Embrace the Hex&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Multiplayer or Movement Points&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between three equal and opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options Are Bad; In reference to gameplay, not user interface options.  Mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert; In other words, we have discussed this before and have no interest in discussing it again, especially if it got ugly&lt;br /&gt;
* OOS - Out Of Synch - an error generated by Wesnoth.  OOS errors occur when game data for one player is different/incompatible from the others&lt;br /&gt;
* PoD    - Paths of Daggers, the name of a 2v2 multiplayer map.&lt;br /&gt;
*RiPLIB  - Reduction in Power when Levelling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - [http://www.wesnoth.org/forum/viewtopic.php?t=4385 1)] Wesnoth's experience system. &amp;lt;nowiki&amp;gt;2)&amp;lt;/nowiki&amp;gt; An &amp;quot;RPG-style&amp;quot; game on the MP server means the primary focus will be walking your leader-units through a scripted storyline involving map exploration and lots of WML.&lt;br /&gt;
*SLF     - [[StandardLocationFilter]]&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SUF     - [[StandardUnitFilter]]&lt;br /&gt;
*ToD     - Time of Day&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign or User Made Content (any add-on not packaged with Wesnoth)&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZoC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFaICT  - As Far as I Can Tell (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFaIK   - As Far as I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AfK     - Away from the Keyboard&lt;br /&gt;
*ASaP    - As Soon as Possible&lt;br /&gt;
*BRB     - Be Right Back&lt;br /&gt;
*BtW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*FYI     - For Your Information&lt;br /&gt;
*GtG     - Got to Go&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion&lt;br /&gt;
*LTNS    - Long Time No See&lt;br /&gt;
*OMG     - Oh My God&lt;br /&gt;
*OT      - Off Topic: can refer either to the forum category (http://www.wesnoth.org/forum/viewforum.php?f=11) or to spam&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*RotFL   - Rolling on the Floor Laughing; also RoFL&lt;br /&gt;
*RNG     - Random Number Generator&lt;br /&gt;
*RtFM    - Read the F***ing Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - as opposed to a turn-based game like Wesnoth&lt;br /&gt;
*SVN     - Subversion -- the bleeding-edge up-to-the-minute current version of Wesnoth [[WesnothSVN]] ([[What_Is_SVN]])&lt;br /&gt;
*TBS     - Turn Based Strategy Game, like Wesnoth&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=25612</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=25612"/>
		<updated>2008-05-14T18:57:43Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* There's too much luck in this game! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a fantasy turn-based strategy game.&lt;br /&gt;
&lt;br /&gt;
===What license is the game distributed under?===&lt;br /&gt;
The project is distributed under the [http://www.fsf.org/copyleft/gpl.html GPL]. All contributors retain copyright on the portions of the project that they contribute. For more information, see [[Wesnoth:Copyrights]].&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Subscribe to new releases at [http://freshmeat.net/subscribe/38720/?url=%2Fprojects%2Fwesnoth%2F Freshmeat].&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS, etc.]?===&lt;br /&gt;
The downloads are NOT part of the official project.  The BFW team only releases the game's source code.  Binary executables or applications are always contributed by community volunteers.  If not for these volunteers, there would never be any downloads for us to enjoy.  The volunteers compile the game and upload it on their own time, and sometimes they cannot do this in a timely fashion (or at all, at times)  Although there are usual packagers designated for each operating system, there are times when other members of the community are asked to step in and contribute when the usual people cannot.&lt;br /&gt;
&lt;br /&gt;
Every time a new version is released, the usual volunteers are always notified by the project leaders.  '''Please refrain from making forum posts asking where your download is''' because it doesn't help anything - the packagers already know, and they will get to it as soon as they can.  In the past, the Windows and Mac communities have come together to produce home-grown unofficial builds for the community to use, and the renewed interest in community and learning how to compile is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
===Why doesn't Wesnoth have my favorite feature?===&lt;br /&gt;
Because we are building this game for ourselves, to suit our own preferences. We're not building the game for you, in large part because this is our hobby, not our job; whether you like it or not is immaterial to us.&lt;br /&gt;
You may wonder, then, what the point is of soliciting ideas, as we do on the forum.  We, the developers, have certainly come up with many good ideas on our own, but our players often do as well, and generally ones we don't think of ourselves.  If a player comes up with an idea we like, we might implement it.  Not because they asked for it, but because of its own merits as an addition to our game.&lt;br /&gt;
&lt;br /&gt;
The beautiful thing about the license our game is distributed under, as compared to closed-source, commercial games, is that if you want that feature badly enough, you can take the code and art of our game and modify it yourself; you are free to re-use any work in Wesnoth, as long as you follow the rules of the [http://www.fsf.org/copyleft/gpl.html GPL].  From this, you can build a game exactly the way that you like. Just don't expect us to build that game for you.  Building this game is our hobby, not our profession, and you did not pay us to make it; rather, we are the ones who have paid for it, in time and labor.&lt;br /&gt;
&lt;br /&gt;
===Do you want help making this game? How can I help?===&lt;br /&gt;
Yes, we want your help. Whether you're a programmer, artist, musician, writer, translator, level designer, playtester, or just have some great suggestions, you're welcome to contribute. How?  You can:&lt;br /&gt;
* join the [http://www.wesnoth.org/wiki/Project Project]&lt;br /&gt;
* share your point of view at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [irc://irc.wesnoth.org/wesnoth IRC]&lt;br /&gt;
* report bugs you find at [[ReportingBugs]]&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against us via the Multiplayer menu&lt;br /&gt;
* vote for Wesnoth at your favorite gaming web site&lt;br /&gt;
* Spread the word!&lt;br /&gt;
&lt;br /&gt;
=== What are the system requirements? ===&lt;br /&gt;
&lt;br /&gt;
We are not completely certain, but an x86 running at 400 MHz with 128MB RAM should be adequate for versions 1.02 and below. For versions 1.1 and up we recommend a computer with at least 1 GHz and 512 MB RAM if you run KDE or Gnome as Windowmanager (The game itself needs about 100 MB RAM). Slower machines will have trouble scrolling large maps or processing AI turns with many units.  See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] about minimum and recommended system requirements.&lt;br /&gt;
&lt;br /&gt;
=== I'm bored; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
There are several preferences you can change to shorten the time that the AI takes to make its moves. &amp;quot;Accelerated Speed&amp;quot; will make units move and fight faster. &amp;quot;Skip AI Moves&amp;quot; will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.&lt;br /&gt;
&lt;br /&gt;
=== My computer is too slow; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
First, turn off the music and sound effects. Turning off the color cursors will make your cursor respond faster. If scrolling the map is slow, run the game in &amp;quot;Full Screen&amp;quot; mode, not in a window.  Turn off combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.  You can try turning off halos and combat results, but this might make gameplay more difficult.&lt;br /&gt;
For some tips on tweaking the startup, see [[CustomizingStartup]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Controls ==&lt;br /&gt;
&lt;br /&gt;
=== How do I learn to play? ===&lt;br /&gt;
&lt;br /&gt;
If you just want to jump right in, start the game and play the tutorial.  If you like reading documentation, see [[WesnothManual]], which is also distributed as a PDF file.  At any time while playing, you can select help from the menu button (or hit F1). The online help is quite extensive and provides information on terrains, weapons, traits, abilities, units and a good overview of how to play.&lt;br /&gt;
&lt;br /&gt;
=== My unit leveled up but didn't improve. What happened? ===&lt;br /&gt;
&lt;br /&gt;
This is called &amp;quot;After Maximum Level Advancement&amp;quot; or AMLA for short. While most level 0, 1, and 2 units can advance, some cannot.  However, some level 3 units can advance to level 4, or even 5. You can see whether a unit can advance further by right clicking and selecting &amp;quot;description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a unit reaches the highest level it can get, every time it gains 150 experience points (gets progressively more) it gains 3 hitpoints. This is a minor bonus so that experience gained by maxed out units is not altogether wasted. It is generally better to give experience to lower level units, rather than continue to advance units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
=== I tried to trap an enemy with several weak units, but it still escaped. What happened? ===&lt;br /&gt;
&lt;br /&gt;
Most units exert a zone of control (or ZOC).  IF an enemy moves into one of the six adjacent hexes, the zone of control will prevent it from moving any farther.  However some weak units are level 0, meaning they are so weak that they do not have a ZOC. You can still surround an enemy unit entirely with level 0 units to keep it from escaping, but if there is any gap in your ranks, it could escape.&lt;br /&gt;
&lt;br /&gt;
Also, some units have the &amp;quot;skirmish&amp;quot; ability, which allows them to ignore ZOCs.&lt;br /&gt;
&lt;br /&gt;
=== How can I see where an enemy unit can move next turn? ===&lt;br /&gt;
&lt;br /&gt;
During your turn you can click on an enemy unit. Wesnoth will highlight all the hexes the unit can move to in the next turn. This is useful when trying to arrange your units to block an enemy's movement.&lt;br /&gt;
&lt;br /&gt;
=== There's too much luck in this game! ===&lt;br /&gt;
&lt;br /&gt;
Sooner or later, you will become frustrated when your archmage with four 70% attacks misses all four times.  This does not mean that the AI is cheating or the random number generator is futzed.  It means you are noticing random negative events more than positive ones.  During the development of the game, many mathematicians have done sophisticated statistical analysis of the combat system.  Likewise, programmers have examined the random number generator.  No flaws have been found, so streaks of &amp;quot;bad&amp;quot; and &amp;quot;good&amp;quot; luck should just be accepted as part of having randomness in Wesnoth.  A more detailed rational and discussion of the role that randomness plays in Wesnoth can be found [http://www.wesnoth.org/forum/viewtopic.php?f=6&amp;amp;t=21317&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Wesnoth is GPLed, it is possible that a new development team will someday &amp;quot;fork&amp;quot; the source and produce a version more like Heroes of Might &amp;amp; Magic, with less or no randomness.  Until then, don't charge with your horsemen against troll rocklobbers at night...&lt;br /&gt;
&lt;br /&gt;
=== The (random unit) is overpowered/underpowered! ===&lt;br /&gt;
&lt;br /&gt;
The development team has spent years tweaking the units in the game.  Each unit has had its gold cost, attack types, combat damage, defensive values, resistances, upgrade paths, and other stats carefully scrutinized and loudly discussed in the forum.  However, the game code and the units were being modified right up until the 1.0 release, so some unbalanced units may have slipped through.&lt;br /&gt;
&lt;br /&gt;
If you have evidence to back up your claim, search the forum for past discussions about this unit, and then try posting.&lt;br /&gt;
&lt;br /&gt;
=== The (random scenario) is too hard/easy! ===&lt;br /&gt;
&lt;br /&gt;
See above answer about random units.&lt;br /&gt;
&lt;br /&gt;
=== What do the different difficulty levels do? ===&lt;br /&gt;
&lt;br /&gt;
That depends on the scenario. Usually, the opponent will get more money and be able to recruit higher-level units at higher difficulty levels, and you will have fewer turns available.&lt;br /&gt;
&lt;br /&gt;
== Maps, Scenarios and Campaigns ==&lt;br /&gt;
&lt;br /&gt;
=== How do I beat scenario _______ ? ===&lt;br /&gt;
&lt;br /&gt;
If you are stuck on a scenario in a campaign, you'll probably find a walkthrough at [[MainlineCampaigns]].  Or check out the &amp;quot;Strategies and Tips&amp;quot; forum at http://www.wesnoth.org/forum/viewforum.php?f=3&lt;br /&gt;
&lt;br /&gt;
=== How do I download user campaigns? ===&lt;br /&gt;
Choose &amp;quot;Campaigns&amp;quot; in the main Wesnoth menu. Then scroll down to the bottom and choose &amp;quot;Get More Campaigns...&amp;quot; or since 1.1.5 there is a &amp;quot;Get add-ons&amp;quot; button in the main menu. This connects you to the campaign server. In the campaign server you can view a list of all available campaigns and download them, as well as posting or deleting your own campaigns.&lt;br /&gt;
&lt;br /&gt;
If you are behind a firewall you may not be able to connect to the campaign server.  In this case try to download the campaign directly from the campaign server through the web interface at http://wolff.to/campaigns/list.html.  If you know how to change your firewall settings, then you should open port 15003 (version 1.1.1 and up) or port 15002 (versions 1.1.0 and lower).  For added security, you can restrict traffic over those ports to the campaign server's IP address (currently 88.191.12.200).&lt;br /&gt;
&lt;br /&gt;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, there is a tool called wesnoth_editor. It is a normal map-editor that should be a good help for creating the plain maps. For creating the scenarios there already is a scenario-editor included in the mac build. But this editor is rather outdated and it exists only for MacOS X. At the moment some community members are working on creating a nice and working scenario editor. You can have a look at the [http://www.wesnoth.org/forum/viewtopic.php?t=6925 forum post] about this tool. You will also find more info at [[CampGen]].&lt;br /&gt;
&lt;br /&gt;
=== What are the .cfg files and how can I edit them? ===&lt;br /&gt;
&lt;br /&gt;
The .cfg files are plain text files, just saved with a file extension &amp;quot;.cfg&amp;quot;. You can create and edit them using normal text editors; just save the files in correct format.&lt;br /&gt;
&lt;br /&gt;
Please note that some Windows programs like to add a &amp;quot;.txt&amp;quot; extension, so the file is instead of &amp;quot;my_scenario.cfg&amp;quot; saved as &amp;quot;my_scenario.cfg.txt&amp;quot;. And then the Windows Explorer will hide the &amp;quot;.txt&amp;quot; extension, so you may not notice it.&lt;br /&gt;
&lt;br /&gt;
'''Notepad''': After you create a document, click &amp;quot;File&amp;quot;, &amp;quot;Save as...&amp;quot; and select &amp;quot;Save as type: All files&amp;quot;. To open the document, click &amp;quot;File&amp;quot;, &amp;quot;Open...&amp;quot; and select &amp;quot;Files of type: All files (*.*)&amp;quot;. If you open someone else's document, and the end-of-line symbols are displayed as small rectangles, you have to use another editor.&lt;br /&gt;
&lt;br /&gt;
'''WordPad''': After you create a document, click &amp;quot;File&amp;quot;, &amp;quot;Save as...&amp;quot; and select &amp;quot;Save as type: Text Document&amp;quot;. After the document is saved, close WordPad and remove the &amp;quot;.txt&amp;quot; extension from file. To open the document, click &amp;quot;File&amp;quot;, &amp;quot;Open...&amp;quot; and select &amp;quot;Files of type: All documents (*.*)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== I already created a campaign and published it on the campaign server. How can I get translations for the campaign? ===&lt;br /&gt;
Just have a look at [[WesCamp]]. This project is the easiest way to get translations for your campaign. All the info you need you can find at [[WesCamp]].&lt;br /&gt;
&lt;br /&gt;
===How do I place an object or unit on my map with the map editor?===&lt;br /&gt;
You can't.  You need to make a multiplayer scenario file.  There are more details on the [[BuildingMaps|maps]] page.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
===How do i connect to a multiplayer server, when i sit behind a restrictive Firewall?===&lt;br /&gt;
&lt;br /&gt;
You have to open for TCP on port 14999 to play multiplayer games over the internet.  For added security, you can restrict access to the server's IP address (currently 84.207.24.9 for the official server).&lt;br /&gt;
&lt;br /&gt;
===How to find players for multiplayer game?===&lt;br /&gt;
Hang around for a while on multiplayer servers and you might find someone to play with. If you observe other people playing you will get informed when someone joins the servers. Maybe you find someone willing to play in the irc channel dedicated to mp: #wesnoth-mp at irc.freenode.net.&lt;br /&gt;
You can also join #wesnoth at irc.freenode.net.&lt;br /&gt;
&lt;br /&gt;
===How to save and load a multiplayer game===&lt;br /&gt;
&lt;br /&gt;
Save the game. Give it a good name, so that you can find it among the other saved games.&lt;br /&gt;
&lt;br /&gt;
Create new game. (Give it a name like &amp;quot;private game for X and Y&amp;quot;, so that other players will not try joining it, and you do not have to explain or kick them.) The first item in the map/scenario list is &amp;quot;Saved games&amp;quot;, select this. Choose the saved game. Wait for the other player(s) to connect. Start the game.&lt;br /&gt;
&lt;br /&gt;
===How can I make my computer into a dedicated Wesnoth server?===&lt;br /&gt;
&lt;br /&gt;
To setup a dedicated Wesnoth server, you have to compile the game with the &amp;quot;--enable-server&amp;quot; flag, and after you install, simply run wesnothd from the console.  This will start the server, listening on TCP port 15000.  To compile the server only you can use the flags &amp;quot;--disable-game --enable-server&amp;quot;.  If you aren't using a linux or mac operating system, there are a few ways you can compile on Windows...here is one way http://www.wesnoth.org/wiki/CompilingWesnoth/CrossCompiling&lt;br /&gt;
&lt;br /&gt;
===Which versions of Wesnoth can play together?===&lt;br /&gt;
&lt;br /&gt;
I'm on a MAC, and my friends are on XP. I would like to play together with them. Is this currently possible? &lt;br /&gt;
&lt;br /&gt;
YES! All you need is to have the same version number.&lt;br /&gt;
&lt;br /&gt;
For a list of Mac-XP-compatible games (including BfW) see: http://www.insidemacgames.com/forum/index.php?showtopic=21818&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
===I selected an asian translation and am not able to see the letters correctly. What happened?===&lt;br /&gt;
&lt;br /&gt;
Since the size of the necessary fonts is too large, you'll need to download them separately (if you don't already have them). After that, simply copy the font to the '''fonts/''' directory in your wesnoth installation.&lt;br /&gt;
* Chinese font: [http://ftp.debian.org/debian/pool/main/t/ttf-arphic-gkai00mp/ttf-arphic-gkai00mp_2.11.orig.tar.gz gkai00mp_2.11.orig.tar.gz (2.6 MB)] &lt;br /&gt;
&lt;br /&gt;
Untar it into your home directory, and move this file ''gkai00mp.ttf'' into the '''wesnoth/fonts''' folder.&lt;br /&gt;
&lt;br /&gt;
* Japanese font: [http://cvs.sourceforge.jp/cgi-bin/viewcvs.cgi/*checkout*/sqs-xml/sqs-font/sazanami-gothic.ttf sazanami-gothic.ttf (7.3 MB)]&lt;br /&gt;
&lt;br /&gt;
If you have further questions have a look at [[WesnothAsianLanguages|this]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Questions You Have ==&lt;br /&gt;
&lt;br /&gt;
The best way to get answers to less-frequently asked questions is by visiting the [http://www.wesnoth.org/forum BFW forum].  There are plenty of people willing to help.  Make sure you read ALL of the forum sticky notes and announcements before posting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeveloperGuide&amp;diff=16987</id>
		<title>DeveloperGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeveloperGuide&amp;diff=16987"/>
		<updated>2007-08-09T15:48:34Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* setting up developer SVN access:  https://gna.org/svn/?group=wesnoth&lt;br /&gt;
* Keep the commit easy to revert if need be&lt;br /&gt;
* no huge commit (hard to review), so when possible maybe split it in working part with info about where you are going&lt;br /&gt;
* be on #wesnoth-dev IRC channel and coordinate with other developers&lt;br /&gt;
* code should compile and work after commit&lt;br /&gt;
* Don't mess with the art or music without approval from one of the art and music people.&lt;br /&gt;
* clear commit message (can be several lines)&lt;br /&gt;
* mention &amp;quot;bug #1234&amp;quot; in the commit message for automatic cc to that gna bug number&lt;br /&gt;
* don't forget changelog&lt;br /&gt;
* change status of fixed bugs to &amp;quot;Fixed&amp;quot; when committed&lt;br /&gt;
* change status of fixed bugs to &amp;quot;Closed&amp;quot; when released (as stable or devel version)&lt;br /&gt;
** if the bug is svn only (something that was existing as bug in svn but in no release) you can directly close the bug after fixing it&lt;br /&gt;
* register to commit mailing list: https://mail.gna.org/listinfo/wesnoth-commits&lt;br /&gt;
** or get the list moderator to approve commit messages from you otherwise&lt;br /&gt;
* don't forget http://www.wesnoth.org/wiki/EasyCoding if you're ever out of ideas :)&lt;br /&gt;
&lt;br /&gt;
* threading model: SDL threads via src/thread.hpp&lt;br /&gt;
** synchronization model&lt;br /&gt;
*** avoid multi-threading code as much as possible&lt;br /&gt;
*** if you don't see threading code you probably don't need to learn about it&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Project#Developers]]&lt;br /&gt;
* [[WesnothSVN]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Committers]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Project&amp;diff=15578</id>
		<title>Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Project&amp;diff=15578"/>
		<updated>2007-05-27T14:53:02Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: /* Developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Battle for Wesnoth is a [http://gna.org/projects/wesnoth/ Gna! project]. See also the [http://freshmeat.net/projects/wesnoth/ project] and [http://freshmeat.net/project-stats/view/38720/ stats] at [http://www.freshmeat.net/ freshmeat].&lt;br /&gt;
&lt;br /&gt;
There are also Wesnoth pages in other languages:&lt;br /&gt;
French ([http://tournoiswesnoth.frbb.net/ 1], [http://wesnothfr.ww7.be/ 2]),&lt;br /&gt;
[http://wesnoth.fw.hu/ Hungarian],&lt;br /&gt;
[http://wikiwiki.jp/wesnoth/ Japanese],&lt;br /&gt;
[http://www.wesnoth.pl/ Polish],&lt;br /&gt;
[http://perso.wanadoo.es/wesnoth/ Spanish].&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
Graphic artists and musicians usually meet on the [http://www.wesnoth.org/forum/ forum].&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=9 Artwork development forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=14 Music development forum]&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
Coders can help fixing [http://bugs.wesnoth.org bugs], adding new features...&lt;br /&gt;
* [[CodingStandards]]&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [http://devdocs.wesnoth.org/ Documentation] - generated and uploaded two times every day (05:05 and 17:05 GMT+2).&lt;br /&gt;
* [[WesnothSVN]]&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
* [http://gettext.wesnoth.org Statistics]&lt;br /&gt;
* [[WesCamp|Translating User made Campaigns (featuring wescamp-i18n)]]&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=15573</id>
		<title>WesnothRepository</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=15573"/>
		<updated>2007-05-27T11:18:45Z</updated>

		<summary type="html">&lt;p&gt;Happygrue: added link to SVN on Windows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Compiling Wesnoth}}&lt;br /&gt;
==  SVN ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth development currently uses the Subversion&lt;br /&gt;
software tool to keep developers in sync with each other.  See the&lt;br /&gt;
[http://svnbook.org SVN book] for&lt;br /&gt;
more on how to use Subversion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Browse the code  ==&lt;br /&gt;
&lt;br /&gt;
There are currently two main streams of development: trunk (1.3.x) and branch (1.2.x).  Most other branches are only used for a short time to do some testing without disturbing the main development.  You can use your web browser to navigate through the source code:&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/wesnoth/&lt;br /&gt;
&lt;br /&gt;
==  Download  ==&lt;br /&gt;
&lt;br /&gt;
To check out trunk (About 266 MB at october 2006) into a directory ''wesnoth'':&lt;br /&gt;
 svn co http://svn.gna.org/svn/wesnoth/trunk wesnoth&lt;br /&gt;
&lt;br /&gt;
or to check out the 1.2 branch (About 263 MB at december 2006) into a directory ''wesnoth-1.2'':&lt;br /&gt;
 svn co http://svn.gna.org/svn/wesnoth/branches/1.2 wesnoth-1.2&lt;br /&gt;
&lt;br /&gt;
More info on the repository: https://gna.org/svn/?group=wesnoth&lt;br /&gt;
&lt;br /&gt;
==  Update  ==&lt;br /&gt;
&lt;br /&gt;
Do this from inside the ''wesnoth'' or ''wesnoth-1.2'' directory where you checked out the repository:&lt;br /&gt;
 svn update&lt;br /&gt;
&lt;br /&gt;
Note that when you update from Subversion, you should always run 'autogen.sh' if ''configure.ac'' or any of the ''Makefile.am'' files were changed.  It is safest to 'make clean' before updating, then update and finally run 'autogen.sh', 'configure' and 'make'.&lt;br /&gt;
&lt;br /&gt;
You may be able to skip the 'autogen.sh' and the 'make clean' if the makefiles and ''configure.ac'' have not changed.  If only minor changes were made then even the 'configure' step is optional.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[UsingAutotools]]&lt;br /&gt;
* [[What_Is_SVN]]&lt;br /&gt;
* [[SVN_on_Windows]]&lt;/div&gt;</summary>
		<author><name>Happygrue</name></author>
		
	</entry>
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