Search found 1074 matches

by mattsc
January 15th, 2019, 4:13 am
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 245

Re: Have an side AI confront a given enemy side

Thanks, denispir. :) Based on what you write, you might enjoy checking out the AI we call Fred . It's an attempt to put together an AI with "real" operations and tactics layers that is entirely independent of the default AI. It is incomplete and has a whole bunch of problems and currently only works...
by mattsc
January 13th, 2019, 3:02 pm
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 245

Re: Have an side AI confront a given enemy side

Salut denispir, First of all, good to hear that a combination of the Goto and Wolves MAI will (for the most part) do what you want. If that's not good enough though, the MAIs are all written in Lua, so if a small tweak is needed that is not possible with the standard MAIs, the code can easily be imp...
by mattsc
January 10th, 2019, 7:04 pm
Forum: WML Workshop
Topic: Have an side AI confront a given enemy side
Replies: 9
Views: 245

Re: Have an side AI confront a given enemy side

Yeah, what you write is a good summary of the the options you have with the Wesnoth AI. From what you write it also looks like you understand the limitations of the different approaches, so I'll just make a few additional comments. Another solution, albeit still indirect and contrived, is to use the...
by mattsc
January 4th, 2019, 4:50 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

My advice would also be to use a separate side. AI candidate actions are not executed at all for a human controlled side, so the only way to make something like that work would be in some sort of semi-hacky way. You could set up an event that changes the controller to AI at the end of the previous s...
by mattsc
December 23rd, 2018, 9:32 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

This is now fixed in both 1.14 and master by adding a new option "Keep saved AI" for computer players when reloading a game from the MP Create Game screen. If nothing is selected, this is the default option, which means the game continues with the AI from the save.
by mattsc
December 19th, 2018, 2:54 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

Minor progress update: I can reproduce the issue by simply starting an MP game (local or on the server), using any of the default AIs for a side, saving it, and then re-loading from the MP Create Game screen (again, both local and server). After loading, there is an extra stage for the AI sides. Thi...
by mattsc
December 9th, 2018, 3:38 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

I had a first look into this. I can replicate the problem even in a local game using your vvvv save. It's very "interesting". Looking into the AI configuration using the in-game inspector, it turns out that there are two AI stages (a stage is, more or less, an entire self-contained AI). The first on...
by mattsc
November 23rd, 2018, 4:15 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

Hey - just writing quickly to say that I saw the post and am not ignoring it, but RL is such that I don't have time for my FL at all at the moment. Might be a couple weeks before I get back to Wesnoth.
by mattsc
November 19th, 2018, 10:23 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

Yes, that's what I am saying. The MAIs are set up in a prestart event, and changed in moveto events. Both the original setup and the changes persist through save/load cycles. For the record, I know that I had tested this when I originally set up the MAIs, I just wanted to make sure that nothing got ...
by mattsc
November 19th, 2018, 7:45 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8951

Re: [micro_ai] slow

Yeah, as Celtic_Minstrel says, neither of those should have an effect on a Micro AI. I did just do a quick test with the Goto MAI test scenario and it is definitely persistent there through reloading.
by mattsc
October 24th, 2018, 2:31 pm
Forum: Website
Topic: Wiki issue with AI_Recruitment
Replies: 5
Views: 2068

Re: Wiki issue with AI_Recruitment

I would still recommend updating the wiki to explain that: 1) The type attribute searches for matches to both both name and usage attributes Isn't that what the page says already: type="": (string) This key takes a comma separated list containing unit types, usages or levels. Common values for usag...
by mattsc
October 22nd, 2018, 1:29 pm
Forum: Website
Topic: Wiki issue with AI_Recruitment
Replies: 5
Views: 2068

Re: Wiki issue with AI_Recruitment

Hi — I just did a quick test with the first example from the wiki page, recruiting 3 grunts and nothing else. I used it as is, except that I removed the turns=3-5 line and it works without changes, that is, without adding quotes. That is the expected behavior, WML keys (for the most part) do not req...
by mattsc
September 14th, 2018, 8:31 pm
Forum: WML Workshop
Topic: [SOLVED] moveto micro ai seemingly doesn't work
Replies: 3
Views: 275

Re: moveto micro ai seemingly doesn't work

You have the syntax mixed up, at least if you are trying to do what I think you want to do. Your current setup will try to move a unit with id 'burningvillages' to the terrain given in the location filter. You need to move the type=Red Mage line into the [filter] tag (and delete the id inside the ta...
by mattsc
September 11th, 2018, 12:33 pm
Forum: Scenario & Campaign Development
Topic: The Beautiful Child
Replies: 123
Views: 23010

Re: The Beautiful Child

Unless I misunderstand you, I don't think that's the case. There are three different parts to this: [...] Maybe it changed, but in the past, it used to be that passive_leader does not even attack adjacent enemies. Hmm, yes, apparently the wiki is wrong about that. I just tested it and that is still...
by mattsc
September 10th, 2018, 1:36 pm
Forum: Scenario & Campaign Development
Topic: The Beautiful Child
Replies: 123
Views: 23010

Re: The Beautiful Child

The problem is that leader_shares_keep is a part of the passive_leader_shares_keep property and that one is the only comfortable way to make a leader defend himself if attacked (instead of just retaliating) but also keeps him from rushing into battle and getting himself killed easily. Unless I misu...