Search found 199 matches

by Inigo Montoya
October 23rd, 2007, 12:13 pm
Forum: Ideas
Topic: Voodoo Magic
Replies: 17
Views: 2257

In theory you could implement a long-distance attack within the current interface - I'm not going to do it because I don't have time, but if anybody does then try this: Use a moveto event to trigger the whole thing after the ranged unit has moved, then store the locations and stats of every enemy un...
by Inigo Montoya
October 18th, 2007, 12:27 pm
Forum: WML Workshop
Topic: Running code before the advancement choice?
Replies: 10
Views: 1567

Just a thought, as I don't currently have a working game platform to test this with, and my WML skills are somewhat out-of-date, but how about this, admittedly rather ungainly, fix? Just before the XP-adding event triggers, identify all units that are about to recieve enough XP to advance. Store the...
by Inigo Montoya
October 18th, 2007, 12:16 pm
Forum: WML Workshop
Topic: Problems with Free Goblins WML.
Replies: 9
Views: 1324

it sounds like it was a nightmare before that... Yeah, it really was... There was also another form of essentially the same problem, in that if an [event] modified a unit's HP to 0 or less (generally to cause damage without a direct attack, for example something like a landmine or the dehydration e...
by Inigo Montoya
October 18th, 2007, 10:36 am
Forum: WML Workshop
Topic: Problems with Free Goblins WML.
Replies: 9
Views: 1324

This is easy. Making the units advance is trickier - it can be done, but it's a bit hackish. Be aware, this code is written for 1.2.X, so it may need slight tweaking (not currently having a computer, I haven't upgraded versions in some time - I'm writing this from a cybercafe - so I've had no need t...
by Inigo Montoya
September 18th, 2007, 11:38 am
Forum: WML Workshop
Topic: Is there any way to force AI recruitment?
Replies: 6
Views: 1261

I'm back, but not for long... one cannot tell the ai to recruit unit x at turn y? You can, but you have to cheat a little. It's been so long since I touched WML, that I can't remeber the code for this off the top of my head, but the process is as follows: 1. When the condition for recruitment is met...
by Inigo Montoya
February 19th, 2007, 5:17 pm
Forum: Users’ Forum
Topic: You've been playing Wesnoth too long when...
Replies: 1231
Views: 139889

68. You invent WML solutions for (real-world) problems. 69. People on this forum start to seem more familiar than the guy next door. 70. You start planning a novel, read through your notes and realize that it's the plot of HttT. 71. You find yourself avoiding wooded areas, for fear of surprise Wose ...
by Inigo Montoya
February 17th, 2007, 10:46 pm
Forum: WML Workshop
Topic: Getting AI to recall?
Replies: 6
Views: 1377

Another quick fly-by answer... At the end of each scenario, [store] all (surviving) enemy units. Then find some way of separating different types of unit into separate arrays. When, in the next scenario, the AI recruits a unit, check to see if there is a stored unit of that type. If so, [kill] the n...
by Inigo Montoya
February 15th, 2007, 3:55 pm
Forum: Scenario & Campaign Development
Topic: The Endless War - New gameplay concept
Replies: 39
Views: 8419

I happened to be in front of a computer, so I thought I'd drop in...

You might want to have a look at the Mystery Campaign, it seems very close to what you're trying to do.
by Inigo Montoya
February 12th, 2007, 4:39 pm
Forum: Faction & Era Development
Topic: TALAMH - a new era, a new style, a new concept...a new world
Replies: 92
Views: 17567

*Scowls* Life is a pain in the ass... Due to an unexpected change in circumstances, my free time and access to a computer is about to be drastically reduced. As a result, I probably won't be around much, for an unknown length of time, so I don't know when Talamh will be ready for any form of release...
by Inigo Montoya
February 10th, 2007, 3:44 am
Forum: Scenario & Campaign Development
Topic: Campaign Plot: An Undying Love
Replies: 12
Views: 2249

I was working on a construction-based mod, but you beat me to it with A New Land - and in the process, saved me a lot of work, so I'm happy to return the favour. If you make the maps, and any custom sprites/portraits that you want, and give me an extremely detailed description of every scenario (who...
by Inigo Montoya
February 10th, 2007, 2:59 am
Forum: Scenario & Campaign Development
Topic: Multiple recall lists?
Replies: 8
Views: 1617

You can do this - I haven't tested it, but in theory you should be able to store all the Loyalist units into an array and remove them from the recall list without completely removing the data. Later, do the same thing to store the Northerner units into another array (or maybe even the same one), and...
by Inigo Montoya
February 9th, 2007, 11:47 pm
Forum: Ideas
Topic: Dismounted Units....
Replies: 10
Views: 1420

Also proposed here, along with a possible solution.
by Inigo Montoya
February 9th, 2007, 4:07 pm
Forum: Users’ Forum
Topic: iv downloaded add ons....but there not added??
Replies: 2
Views: 697

1. You have to exit the game and restart it (you've probably done that already) 2. When starting a multiplayer game, click the 'Era' button and select 'Imperial Era' - nothing is meant to be added to the existing (default) eras. 3. If 'Imperial Era' isn't on the list, check that it's been installed ...
by Inigo Montoya
February 9th, 2007, 3:54 pm
Forum: Ideas
Topic: About fearless
Replies: 11
Views: 2047

Maybe there could be a variation on Fearless for neutral units?

How about, if a neutral unit has this trait, it gets a 25% bonus at dawn and dusk, without any penalty at other times?
by Inigo Montoya
February 8th, 2007, 7:49 pm
Forum: WML Workshop
Topic: Storing and unstoring a group of units kills them all?
Replies: 7
Views: 1213

Re: Storing and unstoring a group of units kills them all?

Um, this is really simple... [store_unit] [filter] role=stoned [/filter] name=stoned_units kill=yes ###I realise this kills the units, but they should return on unstore? [/store_unit] It should say ' variable=stoned_units :P Currently you're effectively storing them to nowhere (no properly-defined v...