Search found 4267 matches

by Sapient
December 9th, 2018, 4:41 am
Forum: WML Workshop
Topic: ability wml help needed
Replies: 14
Views: 1532

Re: ability wml help needed

FYI... one should never put a macro substitution inside a translateable string: name=_"{NAME} slayer" # won't work! you have to pass the whole translateable string as an argument instead. or you can add two translateable strings together... but that would fail for languages where the order of the tw...
by Sapient
October 12th, 2018, 6:40 pm
Forum: Art Workshop
Topic: Potrait Pumpkin Monster
Replies: 9
Views: 1760

Re: Potrait Pumpkin Monster

I love the pumpkin monster! Thanks for sharing.
by Sapient
September 30th, 2018, 9:36 am
Forum: Ideas
Topic: [engine] alternate meta-condition behavior
Replies: 20
Views: 2105

Re: [engine] alternate meta-condition behavior

As I noted in my post, [all_of] appears to be the exact same behavior as [and].

However, I don't see anything wrong with adding [any_of] and [none_of] meta-condition tags.
by Sapient
September 29th, 2018, 6:10 pm
Forum: Ideas
Topic: [engine] alternate meta-condition behavior
Replies: 20
Views: 2105

Re: [engine] alternate meta-condition behavior

For what it's worth, I find your proposal less intuitive. Furthermore, I don't see any difference between the current behavior of [and] vs your proposed tag [all], or [not] vs [not_all].
by Sapient
September 25th, 2018, 9:15 am
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 42
Views: 3576

Re: Building an alternative to ActionWML

In fact, the [lua] tag can now be used as a conditional tag, so technically it is already possible to write your conditions in Lua, at least the non-filter conditions. I actually hadn't considered putting the filter conditions in Lua too... The WML for filters was designed intentionally to be decla...
by Sapient
September 22nd, 2018, 4:17 pm
Forum: WML Workshop
Topic: [SOLVED] Multi-condition event: units alive x and after turn x
Replies: 7
Views: 485

Re: Multi-condition event: units alive x and after turn x

[event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_number greater_than=11 [/variable] [have_unit] side=2 count=0-6 # leader is also counted here [/have_unit] [/filter_condition] [gold] amount=100 side=2 [/gold] [/event]
by Sapient
September 10th, 2018, 6:09 am
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 46
Views: 9782

Re: A mod to make Wesnoth's RNG a little less frustrating

The current mods that modify the RNG are all add-ons, though. I think there's a difference between an add-on that modifies the game and a core preference that changes the game's behavior. In fact, I don't think there have ever been any preferences that actually change the rules of the game (as oppo...
by Sapient
August 15th, 2018, 1:16 pm
Forum: Off-Topic
Topic: chicken or the Orc?
Replies: 13
Views: 3619

Re: chicken or the Orc?

That was an awful movie. I think I watched it for about 5 minutes, tops, before switching it off in disgust. And that coming from someone who loves the genre.
by Sapient
August 13th, 2018, 1:47 pm
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 1888

Re: Quantifying how good/bad units are per-level. (UNFINISHED)

Hmmmm.....seems like the first one was trying to build a campaign, and was trying to make his units balanced for his scenarios, so that's not really applicable. Not true. Although he eventually came to that realization by the end of the thread, in the beginning his ambition was much the same as wha...
by Sapient
August 13th, 2018, 5:22 am
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 1888

Re: Quantifying how good/bad units are per-level. (UNFINISHED)

You may be interested in some of these past attempts, and seeing why they failed, before getting too invested in this project:

viewtopic.php?f=12&t=26558
viewtopic.php?f=12&t=46028
by Sapient
August 2nd, 2018, 3:39 pm
Forum: Writers’ Forum
Topic: ORC'ifying dialogue
Replies: 13
Views: 2505

Re: ORC'ifying dialogue

Orcs are not stupid, they just value strength more than intelligence. Some goblins are "dim", but not all. The dumbest humanoids are ogres ("easily outsmarted"). And trolls are just a step up from ogres in intelligence("simple-minded", and "little evidence of tool use").
by Sapient
July 31st, 2018, 9:55 pm
Forum: Music & Sound Development
Topic: New music contribution
Replies: 13
Views: 3382

Re: New music contribution

Impressive! I really enjoyed the intense and unique opening part of the song. Unique, but in a good way. I also enjoyed the quiet, eerie part, although maybe it was a little too long? Not sure. Finally, If I had one critique it would be that plucked instrument around 3:21-3:31 (guess I am agreeing w...
by Sapient
July 23rd, 2018, 9:34 am
Forum: WML Workshop
Topic: [resolved] event firing tied to count function
Replies: 10
Views: 683

Re: [resolved] event firing tied to count function

I'd disagree. Modify_unit isn't placing a unit on the map, it's only, well, modifying one. The documentation says that unstore should trigger it. Unstore is (or was) a catch-all for any unit modifications, not just placing a unit with a new id. Otherwise there can be many edge cases where a unit be...
by Sapient
July 22nd, 2018, 1:58 pm
Forum: WML Workshop
Topic: [resolved] event firing tied to count function
Replies: 10
Views: 683

Re: [resolved] event firing tied to count function

So, the implementation details changed. For example, maybe modify_unit no longer relies on unstore_unit. OK? I still see that as a bug. The "unit placed" event no longer functions as intended. The workaround proposed here is far from ideal.
by Sapient
July 22nd, 2018, 1:21 pm
Forum: WML Workshop
Topic: [resolved] event firing tied to count function
Replies: 10
Views: 683

Re: [resolved] event firing tied to count function

tribes55 wrote:
July 22nd, 2018, 3:00 am
EDIT: I was told that switching a unit's side doesn't fire this event.
If that's true, it sounds like a bug. The documentation on the wiki states that it is fired for every unstore.