Search found 790 matches

by A Guy
February 1st, 2014, 5:16 am
Forum: WML Workshop
Topic: Goto Micro AI stopping recruiting after first turn
Replies: 2
Views: 495

Re: Goto Micro AI stopping recruiting after first turn

Ah, interesting. The player has less tiles to recruit from, and most of my test runs of the micro AI were done with minimal recruitment on my part - makes sense now. Thank you.
by A Guy
February 1st, 2014, 4:56 am
Forum: WML Workshop
Topic: Goto Micro AI stopping recruiting after first turn
Replies: 2
Views: 495

Goto Micro AI stopping recruiting after first turn

An issue I'm having with the goto micro AI - the AI recruits units normally after the first turn, but after the first turn, it doesn't recruit units unless it doesn't have any non-leader units left, and then it recruits just one. I can't c/p the code since my computer has Internet issues ATM, but th...
by A Guy
August 30th, 2013, 4:37 pm
Forum: Users’ Forum
Topic: Too many campaingns have you fighting orcs/undead.
Replies: 98
Views: 13321

Re: Too many campaingns have you fighting orcs/undead.

Ghasts actually eat their victims alive.
by A Guy
August 22nd, 2013, 6:36 pm
Forum: Users’ Forum
Topic: [mainline] Undead trait and healing
Replies: 39
Views: 6886

Re: [mainline] Undead trait and healing

I don't see a mace directly damaging the magic connection.
by A Guy
August 14th, 2013, 8:49 am
Forum: Users’ Forum
Topic: [mainline] Undead trait and healing
Replies: 39
Views: 6886

Re: [mainline] Undead trait and healing

Yes, but it's the complaining that's the deal.
by A Guy
August 14th, 2013, 12:34 am
Forum: Users’ Forum
Topic: [mainline] Undead trait and healing
Replies: 39
Views: 6886

Re: [mainline] Undead trait and healing

Are we seriously complaining that healing *magic* working on *undead* is unrealistic?
by A Guy
August 10th, 2013, 11:28 pm
Forum: Users’ Forum
Topic: Wesnoth and Magic
Replies: 13
Views: 1969

Re: Wesnoth and Magic

Being magical if and of itself does not grant proficiency of magic. Drakes, for example, have magic energy running through their body, but they can't use it for anything but firebreathing.
by A Guy
August 8th, 2013, 6:38 pm
Forum: WML Workshop
Topic: Constant Mutation
Replies: 6
Views: 1098

Re: Constant Mutation

Heindal wrote:I for one don't like the manipulation of traits. You might want to use random abilities instead, as this is far easier to code.
Oh, yeah - that reminds me that changing traits directly hasn't worked for some time now.
by A Guy
August 8th, 2013, 5:30 pm
Forum: Ideas
Topic: Weapon specials with a filter on opponent - 1.11
Replies: 5
Views: 1550

Re: Weapon specials with a filter on opponent - 1.11

On my phone, so can't copy the code right now. The [filter_opponent] filters for units with upkeep=loyal, or canrecruit=yes, or not levels 0,1, or 2. EDIT: Here it is. [chance_to_hit] id=herobane name= _ "herobane" name_inactive= description= _ "Against loyal units, leaders, or high-leveled units, t...
by A Guy
August 8th, 2013, 4:05 pm
Forum: Ideas
Topic: Weapon specials with a filter on opponent - 1.11
Replies: 5
Views: 1550

Re: Weapon specials with a filter on opponent - 1.11

At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose t...
by A Guy
August 8th, 2013, 1:33 am
Forum: Ideas
Topic: Weapon specials with a filter on opponent - 1.11
Replies: 5
Views: 1550

Weapon specials with a filter on opponent - 1.11

At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose th...
by A Guy
August 8th, 2013, 12:52 am
Forum: WML Workshop
Topic: Constant Mutation
Replies: 6
Views: 1098

Re: Constant Mutation

[event] name=new turn first_time_only=no [store_unit] [filter] # filter stuff here [/filter] variable=evolving [/store_unit] [set_variables] name=evolving.modifications.trait mode=append [value] #trait stuff here, without [trait] tag [/value] [/set_variables] [unstore_unit] variable=evolving [/unst...
by A Guy
August 3rd, 2013, 2:01 pm
Forum: Ideas
Topic: Have luck affect XP gained
Replies: 5
Views: 1409

Re: Have luck affect XP gained

Oh, interesting. Thank you!
by A Guy
July 30th, 2013, 1:43 am
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 41590

Re: Modern Combat: 1.0.1 Released!

gfgtdf wrote:i tried to play this sceario but i couldnt find any "Barracks" to select in the first turn, i tried the "europa" map.
So the tents weren't doing it for you?
by A Guy
July 29th, 2013, 7:57 pm
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 41590

Re: Modern Combat: 1.0.1 Released!

Okay, thanks. It should be fixed next version.