Search found 1483 matches

by Celtic_Minstrel
Yesterday, 6:05 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 30
Views: 1518

Re: Dunefolk Rework - Unit Descriptions

Personally I'd rather change stats or sprites than names in most cases, but changing descriptions is also fine when that's sufficient. Ok, no problem, but then we have new southern line, in which lvl1 unit immediately wields two daggers, but to your surprise there is nothing that explains why southe...
by Celtic_Minstrel
October 11th, 2019, 4:59 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 30
Views: 1518

Re: Dunefolk Rework - Unit Descriptions

There is no way you can explain why you name a line with so colourful and lucid names as Swiftrider and Windrider and you give more movement points to some maradeurs which also are armoured heavier. I can see the point about it being weird if swiftrider is not the fastest horseman. In that case I'd...
by Celtic_Minstrel
October 10th, 2019, 1:36 am
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 521

Re: "upkeep=free" problem

Don't know if that help, but [modify_unit] portrait= seems not to be conserved in saves. When I reload them, the portrait is gone. Might be the same for your poison modification, depending on how you implemented it. Using [modify_unit] like that for permanent effects isn't recommended because it do...
by Celtic_Minstrel
October 9th, 2019, 12:36 am
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 521

Re: "upkeep=free" problem

Ravana: That Lua API actually writes straight to the global game config. (Makes me wonder if the config is properly reset every time you start a new scenario? Though it probably is...) I just checked and it seems I was getting income confused with the village settings (gold/support) - the MP create ...
by Celtic_Minstrel
October 8th, 2019, 12:44 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 521

Re: "upkeep=free" problem

It's not documented in the schema either, so I could be wrong... maybe the MP creation screen just injects the income key into every side.
by Celtic_Minstrel
October 5th, 2019, 2:46 pm
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 217

Re: Change control over side to AI and back mid turn

So what I was envisioning is a little involved, but the general outline would be: Set the side to AI initially, rather than human (ie, controller=ai in the [side] tag). Add parameters to the AI that make it only consider a subset of the units. If you don't do this, even units that it doesn't move wi...
by Celtic_Minstrel
October 5th, 2019, 1:09 am
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 217

Re: Change control over side to AI and back mid turn

Hmm... this is somewhat interesting. There is a way to do the precise opposite of what you want (where the AI moves some units, then allows the player to move others), but I don't know of a way to let the player move some units and then the AI takes over until the end of the turn. Could this reverse...
by Celtic_Minstrel
October 4th, 2019, 12:24 am
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 357

Re: Submerge ability not working as expected

Oh, the hidden key is [hide_unit] , huh? If the goal is to make them not hidden despite being on a terrain that matches their stealth ability, then you can use uncovered=yes (it goes in a [status] tag, either in [unit] or [modify_unit] ). I guess there's no way to forcibly hide them on a terrain tha...
by Celtic_Minstrel
October 3rd, 2019, 4:34 am
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 357

Re: Submerge ability not working as expected

If what you want to do is to hide a unit as if they were using an ambush ability, the following code should work:

Code: Select all

[modify_unit]
	hidden=yes
[/modify_unit]
And of course changing yes to no would reverse the effect.

This is wrong, see following posts.
by Celtic_Minstrel
October 3rd, 2019, 4:20 am
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 521

Re: "upkeep=free" problem

I'm not sure what you mean. base_income is a key inside game_config.cfg (described here ), not in scenarios. If you want to set a side's income to 0, use [side] income=-2 instead. (since base income is +2, and side income is added to that). Doesn't base_income= also work in the scenario tag? As I u...
by Celtic_Minstrel
October 3rd, 2019, 4:17 am
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 170

Re: Headache with [tunnel]

It probably defaults to yes for backwards compatibility, as the key did not exist in [tunnel] in 1.12 if I recall correctly. (Though I might be confusing it with a different place.)
by Celtic_Minstrel
September 24th, 2019, 12:28 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 809

Re: AI behaviour query

Spannerbag wrote:
September 23rd, 2019, 10:08 pm
Would the fast ai also honour [modify_ai]? The avoids are deleted and (some) re-instated during the scenario.
If you're using [modify_ai] to delete or add [avoid] rules, then any AI algorithms that honour [avoid] rules should automatically use the currently-active ones.
by Celtic_Minstrel
September 23rd, 2019, 12:57 pm
Forum: WML Workshop
Topic: how to work with array and random numbers
Replies: 3
Views: 542

Re: how to work with array and random numbers

Agreed with Ravana that it might be easier for you to do this in Lua. You can embed the Lua into the prestart event quite easily: [event] name=prestart [lua] code=<< local args = ... -- Lua code here, contents of [args] can now be accessed in the args variable >> [args] # WML data to pass to the Lua...
by Celtic_Minstrel
September 23rd, 2019, 12:52 pm
Forum: WML Workshop
Topic: change unit statistics at the beginning of a scenario
Replies: 4
Views: 636

Re: change unit statistics at the beginning of a scenario

The only actual issue with your initial code is that movement=8 was placed inside the [modifications] tag. Move it up one line and your original code should be fine. There's no need to use [modify_unit] here. That said, Whitewolf is correct that the change could be lost on level-up, so use of an [ob...
by Celtic_Minstrel
September 23rd, 2019, 12:46 pm
Forum: WML Workshop
Topic: [solved]modified Plague questions
Replies: 4
Views: 624

Re: [solved]modified Plague questions

Just to be clear, [filter_adjacent means "some adjacent units must match this filter", while [filter_location] means "unit matches if it's on one of these locations that match the filter".