Search found 199 matches
- October 23rd, 2007, 12:13 pm
- Forum: Ideas
- Topic: Voodoo Magic
- Replies: 17
- Views: 3262
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...
- October 18th, 2007, 12:27 pm
- Forum: WML Workshop
- Topic: Running code before the advancement choice?
- Replies: 10
- Views: 2162
Just a thought, as I don't currently have a working game platform to test this with, and my WML skills are somewhat out-of-date, but how about this, admittedly rather ungainly, fix?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...
- October 18th, 2007, 12:16 pm
- Forum: WML Workshop
- Topic: Problems with Free Goblins WML.
- Replies: 9
- Views: 1839
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...
- October 18th, 2007, 10:36 am
- Forum: WML Workshop
- Topic: Problems with Free Goblins WML.
- Replies: 9
- Views: 1839
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...
- September 18th, 2007, 11:38 am
- Forum: WML Workshop
- Topic: Is there any way to force AI recruitment?
- Replies: 6
- Views: 1675
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...
- February 19th, 2007, 5:17 pm
- Forum: Users’ Forum
- Topic: You've been playing Wesnoth too long when...
- Replies: 1231
- Views: 189462
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 ...
- February 17th, 2007, 10:46 pm
- Forum: WML Workshop
- Topic: Getting AI to recall?
- Replies: 6
- Views: 1766
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...
- February 15th, 2007, 3:55 pm
- Forum: Scenario & Campaign Development
- Topic: The Endless War - New gameplay concept
- Replies: 39
- Views: 10490
- 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: 21651
*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...
- February 10th, 2007, 3:44 am
- Forum: Scenario & Campaign Development
- Topic: Campaign Plot: An Undying Love
- Replies: 12
- Views: 3057
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...
- February 10th, 2007, 2:59 am
- Forum: Scenario & Campaign Development
- Topic: Multiple recall lists?
- Replies: 8
- Views: 2174
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...
- February 9th, 2007, 11:47 pm
- Forum: Ideas
- Topic: Dismounted Units....
- Replies: 10
- Views: 2039
Also proposed here, along with a possible solution.
- February 9th, 2007, 4:07 pm
- Forum: Users’ Forum
- Topic: iv downloaded add ons....but there not added??
- Replies: 2
- Views: 896
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 ...
- February 9th, 2007, 3:54 pm
- Forum: Ideas
- Topic: About fearless
- Replies: 11
- Views: 2764
- February 8th, 2007, 7:49 pm
- Forum: WML Workshop
- Topic: Storing and unstoring a group of units kills them all?
- Replies: 7
- Views: 1734
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...