Search found 718 matches

by Araja
October 11th, 2017, 9:26 am
Forum: WML Workshop
Topic: Filtering units with no advancements (while - have_unit)
Replies: 9
Views: 951

Re: Filtering units with no advancements (while - have_unit)

Oh my god, that does actually work perfectly. That was all I was missing all these times I've tried? I just needed to add a $ sign?... :doh: Despite my frequent visits to the WML reference pages, I'd never picked up on that critical piece of information. Well, thank you for that, and for not just la...
by Araja
October 10th, 2017, 7:49 pm
Forum: WML Workshop
Topic: Filtering units with no advancements (while - have_unit)
Replies: 9
Views: 951

Re: Filtering units with no advancements (while - have_unit)

The latter suggestion would be ideal, but I tried that in the past and it seems as though effect WML doesn't accept variables as valid input. Or at the least, it does so in some alien way that's unlike other languages I've dealt with. I assumed it would be possible to save something in a container, ...
by Araja
October 10th, 2017, 12:24 pm
Forum: WML Workshop
Topic: Label on story
Replies: 3
Views: 531

Re: Label on story

As far as I know, you'll have to do it the hard way. The bigmap utils for campaigns like Liberty or Heir to the Throne apply images to X/Y co-ordinates on a background overlay, so I suspect that's just how the engine works. Making a few transparent text images and then placing them over the map shou...
by Araja
October 10th, 2017, 12:03 pm
Forum: WML Workshop
Topic: Filtering units with no advancements (while - have_unit)
Replies: 9
Views: 951

Filtering units with no advancements (while - have_unit)

Hello all. I've been working on a macro to level up target units without leaving them with excessive experience or AMLA HP. Essentially, it says "While there's a level 2 unit here, give it a bit of XP, then repeat until there's no longer a level 2 unit here, then set their XP to 0". On the downside,...
by Araja
September 20th, 2017, 7:25 pm
Forum: Add-on Feedback
Topic: Feedback Thread for Xara's Add-ons
Replies: 39
Views: 10232

Re: Feedback Thread for Xara's Add-ons

After spending alot of time making fixes, I found some scenarios also have spawned units from factions outside of the main enemies for that scenario, which catch you out if you only ran find-and-replace for those factions. Some units have had their names more heavily modified in Ageless, such as the...
by Araja
September 20th, 2017, 4:41 pm
Forum: Add-on Feedback
Topic: Feedback Thread for Xara's Add-ons
Replies: 39
Views: 10232

Re: Feedback Thread for Xara's Add-ons

That's good information to know, since it hopefully restricts the need to employ find-and-replace to a single folder, that being the Era of Magic scenarios. I don't think Myths or Archaic make an appearance.
by Araja
September 20th, 2017, 4:32 pm
Forum: Add-on Feedback
Topic: Feedback Thread for Xara's Add-ons
Replies: 39
Views: 10232

Re: Feedback Thread for Xara's Add-ons

Ah, I see. I've noticed something now which I feel dumb for not noticing earlier, but the code block references Era of Myths units, which I don't believe this add-on uses. As well as the default units, it mainly uses Era of Magic and Era of Four Moons, with invalid ID errors so far only occurring fo...
by Araja
September 20th, 2017, 3:37 pm
Forum: Add-on Feedback
Topic: Feedback Thread for Xara's Add-ons
Replies: 39
Views: 10232

Re: Feedback Thread for Xara's Add-ons

What is this code block? I've never seen anything like it in WML before.
by Araja
September 17th, 2017, 3:36 pm
Forum: Add-on Feedback
Topic: Feedback Thread for Xara's Add-ons
Replies: 39
Views: 10232

Re: Feedback Thread for Xara's Add-ons

General notice for anyone installing the 2p Planeswalker Campaign at present; Invalid unit IDs are an issue in non-stock worlds. This add-on has been hit by unit ID changes in the dependency add-on Ageless Era, meaning it sometimes tries to call unit IDs that no longer exist and results in crashes. ...
by Araja
September 10th, 2017, 9:53 pm
Forum: WML Workshop
Topic: Preventing multiple AI leaders spreading recruitment evenly
Replies: 3
Views: 427

Re: Preventing multiple AI leaders spreading recruitment eve

I've never dealt with Lua or custom CA's unfortunately, but the middle suggestions give me an idea. It occurs to me that trying to force or disable recruitment in certain spots would actually leave the "disabled" control points woefully open to being attacked and captured. I had never quite realised...
by Araja
September 9th, 2017, 10:43 pm
Forum: WML Workshop
Topic: Preventing multiple AI leaders spreading recruitment evenly
Replies: 3
Views: 427

Preventing multiple AI leaders spreading recruitment evenly

Hello all, I've noticed that if an AI player has multiple leaders situated on different keeps, it distributes its recruitment evenly among them, rather than focusing recruitment closer to the front line. I can't do the obvious thing of setting the different leaders to be on different AI sides, as th...
by Araja
December 7th, 2016, 3:49 pm
Forum: WML Workshop
Topic: Adding a filterable 'flag' to units during object effects.
Replies: 2
Views: 450

Re: Adding a filterable 'flag' to units during object effect

Ah, I didn't realise you could name the object itself. I added the same name to all my objects, and put an [and][not] filter on the menu item's [filter_location] tag to pick out anything with that object name. That seems to work; once a unit has been upgraded, the upgrade menu no longer appears for ...
by Araja
December 6th, 2016, 5:57 pm
Forum: WML Workshop
Topic: Adding a filterable 'flag' to units during object effects.
Replies: 2
Views: 450

Adding a filterable 'flag' to units during object effects.

Hello everyone, and apologies for the title, it's rather difficult to explain my issue in one sentence. So, here's the state of play: I have a menu item added to the right-click menu, with several options within it. Each option adds different weapon specials and abilities to the unit (for a price), ...
by Araja
May 28th, 2015, 2:32 pm
Forum: Users’ Forum
Topic: sxc/sxcr and sxrpg maps
Replies: 7
Views: 1676

Re: sxc/sxcr and sxrpg maps

Not strictly true. I've seen a fair amount of SX activity on the 1.12 server, due to a workaround where people copy the SXC/ SXCR add-ons from their 1.10 add-ons folder into their 1.12 add-ons folder. It throws up numerous complaints about deprecated ability description formats, but so far I have se...
by Araja
May 28th, 2013, 9:22 pm
Forum: Strategies & Tips
Topic: Units you dread fighting against
Replies: 28
Views: 5350

Re: Units you dread fighting against

Gryphon Riders. Bats are bad enough, assassinating injured troops and requiring half an army to deal with, but when that kind of unit gets proper HP and some serious attack power, they become looming spectres of death. The potential to be hit that hard, at any time, at any point along the line...Rea...