Search found 14 matches

by Spannerbag
August 11th, 2018, 9:22 am
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 761

Re: fast_ai issue (not sure where to post this)

I just fixed the Fast Micro AI for chance-to-hit weapon specials without ids. So you could simply wait until 1.14.5 is out and it will work without you having to change your specials. Or you could change that file in your copy of Wesnoth locally and continue working on it right now (of course, that...
by Spannerbag
August 10th, 2018, 1:34 pm
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 761

Re: fast_ai issue (not sure where to post this) *Resolved*

the erro message ai/micro_ais/ca_fast_attack_utils.lua:145 table index is nil is quite clear as line 145 of tht file is a[sp[2].id] = true which means sp[2].id is nil. meaning you have a cahnce_to_hit weapon special without an id= attriute, ofc the should also be fixed in the ai file (check for sp[...
by Spannerbag
August 9th, 2018, 10:48 pm
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 761

Re: fast_ai issue (not sure where to post this)

Hi Spannerbag, Thanks for the detailed report. This is definitely something that should not happen and everything points to a bug in the Fast MAI code. Based on where in the code it occurs, it looks like you might have a weapon special that the AI does not deal with correctly, but that's just a gue...
by Spannerbag
August 9th, 2018, 1:29 pm
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 761

fast_ai issue (not sure where to post this)

Hi all, I'm developing my own campaign and had a working scenario but decided as it involves numerous units to try out fast_ai. My PC is minimum spec (Windows 7 sp1) but runs the game OK and the fast_ai test scenario also works fine, so the issue is definitely with my code :doh: The sides using the ...
by Spannerbag
August 7th, 2018, 8:59 pm
Forum: Lua Labs
Topic: Lua error on porting existing wml from 1.12 to 1.14.4
Replies: 4
Views: 370

Re: Lua error on porting existing wml from 1.12 to 1.14.4

Does the error remain if you remove one or the other [modify_side]s? It could be that it doesn't like the commas in the first use of the INCOME macro. Yup, that fixed it... D'Oh! :doh: I really should take a break now and then. It was getting late, I was tired and had looked repeatedly at those lin...
by Spannerbag
August 6th, 2018, 11:00 pm
Forum: Lua Labs
Topic: Lua error on porting existing wml from 1.12 to 1.14.4
Replies: 4
Views: 370

Lua error on porting existing wml from 1.12 to 1.14.4

Hi all, I started writing a campai(g)n longer ago than I care to think on v1.12. With 24 scenarios completed and playable I decided that I'd upgrade to 1.14.4 as I needed to check everything worked on the latest release. My PC runs Windows 7 Home Premium Service Pack 1 and has Intel i3 so it's not g...
by Spannerbag
September 3rd, 2017, 1:17 pm
Forum: Technical Support
Topic: Bug or red herring?
Replies: 1
Views: 494

Bug or red herring?

Hello, When the program ended it issued an error - I'm posting it here in case it's of interest. If not, no worries and sorry I bothered you. After the game seemed to have closed down completely a popup appeared: Assertion failed! Program: ... File: C:\boost_1_61_0/boost/unordered/detail/table.pp Li...
by Spannerbag
December 29th, 2016, 7:38 pm
Forum: WML Workshop
Topic: Advice on best way to invisibly enhance/penalise cth
Replies: 5
Views: 625

Re: Advice on best way to invisibly enhance/penalise cth

nuorc wrote:
Spannerbag wrote:how do I go about getting it play-tested?
Open a thread in Scenario & Campaign Development to let the people know how great your stuff is. Make your add-on available (add-ons server, maybe github). Promise candy to play-testers.
Gotcha: use bribery (works for me). Thanks!
by Spannerbag
December 27th, 2016, 1:48 pm
Forum: WML Workshop
Topic: Advice on best way to invisibly enhance/penalise cth
Replies: 5
Views: 625

Re: Advice on best way to invisibly enhance/penalise cth

Thanks for the comments and replies. Bearing them in mind, on reflection I think I'll stick with what I've got already. It works and, more importantly, seems to be the most entertaining setup for the player. Thanks again ... one day I might actually finish this campaign! It was meant to be a prologu...
by Spannerbag
December 26th, 2016, 7:57 pm
Forum: WML Workshop
Topic: Advice on best way to invisibly enhance/penalise cth
Replies: 5
Views: 625

Advice on best way to invisibly enhance/penalise cth

Hello, I want a particular scenario to be a relatively easy, experience garnering exercise. Presently my implementation uses custom traits and terrain which works OK but ... is there a more elegant method? The scenario involves lawful vs lawful so time of day doesn't help. I can't think of any bette...
by Spannerbag
December 19th, 2016, 12:39 pm
Forum: WML Workshop
Topic: WML seems to work but game does not recognise change
Replies: 7
Views: 845

Re: WML seems to work but game does not recognise change

What I want to do which is increase the damage suffered by a unit when it's attacked by a spell, regardless of damage type. I don't want to affect other damage, just spell damage or, failing that, all magical damage. So ... what I need to do is somehow filter out the relevant attacks (Magical/range...
by Spannerbag
December 19th, 2016, 1:04 am
Forum: WML Workshop
Topic: WML seems to work but game does not recognise change
Replies: 7
Views: 845

Re: WML seems to work but game does not recognise change

I have a feeling that you are mixing up 2 things. Magical is a weapon special which modifies the chance to hit (sets it to 70%) while arcane is one damage type. Mages do not always use arcane attacks, some human mages cast fire spells while others have arcane or cold attacks. Elvish shamans even us...
by Spannerbag
December 18th, 2016, 8:12 pm
Forum: WML Workshop
Topic: WML seems to work but game does not recognise change
Replies: 7
Views: 845

Re: WML seems to work but game does not recognise change

I'm happy to post code if that helps... you clearly should. Otherwise it would be extremely difficult to try figuring out what's wrong. Righty-ho. First, the trait code: #define TRAIT_MAGIC_PRONE PRONENESS [trait] id=magic_prone{PRONENESS} male_name= _ "magic prone" female_name= _ "female^magic pro...
by Spannerbag
December 18th, 2016, 6:28 pm
Forum: WML Workshop
Topic: WML seems to work but game does not recognise change
Replies: 7
Views: 845

WML seems to work but game does not recognise change

Hello, I'm developing a campaign and designed a trait that made units take more magical damage by reducing their arcane resistance. The units are played by the AI. The traits are added by having the AI recruit "no trait" units then the traits are randomly added after. This works for existing traits ...