Search found 416 matches

by skeptical_troll
April 17th, 2018, 2:35 pm
Forum: WML Workshop
Topic: AI confused by units added to its recall list
Replies: 9
Views: 304

Re: AI confused by units added to its recall list

Thanks, I'm glad to know that it's fixed. Regarding the second point: I understand why it is considered in a feature in the standard case, but shouldn't the macro {AI_DEACTIVATE_SAVE_GOLD} force the AI to recruit anyway (I don't know if it actually does so now, after the bug fixes) ? If it doesn't I...
by skeptical_troll
April 13th, 2018, 8:25 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3032

Re: Default+Dunefolk era balance

The term "liminal" implies that they do better during twilight, but the actual mechanic means they do worse during non-twilight; these are not equivalent. It means that their "base" stats have the bonus baked in so that, with the penalty, they are reduced to their actual base stats during day and n...
by skeptical_troll
April 12th, 2018, 11:43 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3032

Re: Default+Dunefolk era balance

I personally think that the liminal alignment should stay as is, i.e. a very simple and understandable function of the lawful bonus ( - abs() ). Making it change between TOD with same lawful bonus or implementing it with a different 0-level would just add a layer of opacity. My take on the usage of ...
by skeptical_troll
April 2nd, 2018, 9:16 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3032

Re: Default+Dunefolk era balance

Although the Dunefolk have balance issues, I don't think they are bad at the level that an AI test could be useful. Work was done in the past so we are not starting from scratch. The AI does a decent job in looking for vulnerable enemies and high-defense positions, but it's not capable of more advan...
by skeptical_troll
April 2nd, 2018, 8:58 am
Forum: WML Workshop
Topic: AI confused by units added to its recall list
Replies: 9
Views: 304

Re: AI confused by units added to its recall list

Glad that you found out where the problem was. I'll go on with that workaround then. Thanks for looking into this!
by skeptical_troll
March 31st, 2018, 2:34 pm
Forum: WML Workshop
Topic: Giving two units on the same side separate recruit lists?
Replies: 4
Views: 114

Re: Giving two units on the same side separate recruit lists?

I think Legend of Wesmere is a good example, Kalenz and the lady (forgot the name) have different recruits.
by skeptical_troll
March 31st, 2018, 2:30 pm
Forum: WML Workshop
Topic: Giving two units on the same side separate recruit lists?
Replies: 4
Views: 114

Re: Giving two units on the same side separate recruit lists?

You need to use the 'extra_recruit' key with both leaders if you want them to have separate options. 'recruit' in the [side] tag only lists the shared units.
by skeptical_troll
March 29th, 2018, 10:44 pm
Forum: WML Workshop
Topic: AI confused by units added to its recall list
Replies: 9
Views: 304

Re: AI confused by units added to its recall list

Alright, I attach a minimal add-on to test the behavior. In this case it does recruit if I put a lvl 2 in the recall list. I report below the output from --log-debug=ai/recruitment when I do and do not include spearman to the ai recall list. I'm not able to understand very well what's going on, but ...
by skeptical_troll
March 29th, 2018, 3:34 pm
Forum: WML Workshop
Topic: AI confused by units added to its recall list
Replies: 9
Views: 304

Re: AI confused by units added to its recall list

Probably it's just judging the spearmen not to be worth 20 gold. Try putting some swordsman or other level-2 units on the recall list and see if that works. I wouldn't blame the AI for that, but what I can't really explain is why it doesn't recruit footpads and poachers. By adding a recall list I s...
by skeptical_troll
March 29th, 2018, 12:19 pm
Forum: WML Workshop
Topic: AI confused by units added to its recall list
Replies: 9
Views: 304

AI confused by units added to its recall list

I've been bugged by the following problem: In a SP scenario I want the AI side to only have some particular units available, so I am adding them on prestart to its recall list, expecting them to be recalled by the AI leader. I thought this was pretty basic, but it's not working. I played around and ...
by skeptical_troll
March 27th, 2018, 9:12 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 462
Views: 19968

Re: Dunefolk(previously Khalifate) race description

Perhaps we could start a thread in the 'faction development' section? Roc : a possibility is doing a cheap recoloring/tweaking of the gryphon as an advancement of the falcon, explaining in the description that rocs are closely related to the northern gryphons, then using the uber-mega sprite for the...
by skeptical_troll
March 25th, 2018, 7:45 pm
Forum: WML Workshop
Topic: unknown scenario error
Replies: 6
Views: 233

Re: unknown scenario error

Then I don't know, I reproduced the same structure suggested by your main and put a random map in the maps folder, renaming it realmWars.map and it worked. Maybe the problem is in the map, try to put another one and see if it makes a difference. I'm doing this in 1.12. EDIT: I also removed that 'k' ...
by skeptical_troll
March 25th, 2018, 7:39 pm
Forum: WML Workshop
Topic: unknown scenario error
Replies: 6
Views: 233

Re: unknown scenario error

Works for me, so it's likely related to a wrong path (perhaps the map name?)
by skeptical_troll
March 24th, 2018, 9:15 am
Forum: Multiplayer Development
Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
Replies: 65
Views: 2647

Re: Preferred Fate of the Dunefolk (formerly Khalifate)?

Aside from all balancing issues, why not have, in the long run, a 'custom era', where factions are added from the whole pool (default, extended, after the fall.. whatever will be there) by just ticking the relative boxes? This would happen when a game is created. Obviously it requires a change in th...
by skeptical_troll
March 23rd, 2018, 9:14 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 462
Views: 19968

Re: Dunefolk(previously Khalifate) race description

Then I think that in the description it's enough to say 'a temporary leader/ruler/chief' and let the campaigns specify the details, if necessary. If this is an emergency measure like it was among the romans, it makes sense that it is a single person.