Search found 81 matches

by Kharn
July 4th, 2015, 2:54 am
Forum: Faction & Era Development
Topic: Battleground Europe - V1.0 - WWII realism
Replies: 12
Views: 7192

Re: Battleground Europe - V1.0 - WWII realism

Alright, some feedback: The add-on itself seems like a good idea, with WW2 add-on being a nice thing. However, I don't really agree with the idea of historically accurate unit costs, mainly due to how Wesnoth economy works. Also, the different factions seemed rather similar, main differences being ...
by Kharn
June 28th, 2015, 9:17 pm
Forum: Faction & Era Development
Topic: Battleground Europe - V1.0 - WWII realism
Replies: 12
Views: 7192

Re: Battleground Europe - V1.0 - WWII realism

TY! Fixed and uploaded.
by Kharn
June 28th, 2015, 9:10 pm
Forum: Faction & Era Development
Topic: Battleground Europe - V1.0 - WWII realism
Replies: 12
Views: 7192

Re: Battleground Europe - V1.0 - WWII realism

C:\Users\Kharn\AppData\Local\VirtualStore\Program Files (x86)\Battle for Wesnoth 1.12.2\userdata\data\add-ons Add on is located here. Server.pbl is: author="Kharn" icon="/whiteboard/suppose_dead.png" version="1.0.0" title="WWII Battleground Europe" type="era" description="WWII realism to the dollar....
by Kharn
June 28th, 2015, 8:55 pm
Forum: Faction & Era Development
Topic: Battleground Europe - V1.0 - WWII realism
Replies: 12
Views: 7192

Battleground Europe - V1.0 - WWII realism

Introducing a MASSIVE World War 2 Era for Wesnoth! (Inspired by WWIIOL: Battleground Europe, a FPS MMO with the world's largest online gameworld and an obsession with realism that is taken too far.) Includes 85+ unique units most with custom wml and animations from Germany, Western Allies and Russia...
by Kharn
March 30th, 2015, 11:22 am
Forum: Technical Support
Topic: Variable inside filter_wml stopped working with 1.12.1
Replies: 6
Views: 1335

Re: Variable inside filter_wml stopped working with 1.12.1

The code came from another thread when I asked for help on how to less than filter exp of an opponent. http://forums.wesnoth.org/viewtopic.php?f=21&t=40957 I know for sure [variable] was working inside [filter_wml] in the last version because when this code was shared with me I tested and the abilit...
by Kharn
March 28th, 2015, 3:29 pm
Forum: Technical Support
Topic: Variable inside filter_wml stopped working with 1.12.1
Replies: 6
Views: 1335

Variable inside filter_wml stopped working with 1.12.1

This is the code that used to return 1 or 0 before the Wesnoth update, now always returns 0. Removing this section of code allows the combat wml to work again.

[filter_wml]
[variable]
name=second_unit.max_experience
less_than=256
[/variable]
[/filter_wml]
by Kharn
February 8th, 2015, 6:27 pm
Forum: WML Workshop
Topic: Experience from capturing villages
Replies: 5
Views: 1094

Re: Experience from capturing villages

Thank you zookeeper! I have quotes on all my other formulas, I missed it here, user error. For everyones benefit, working code is as follows: [event] name=capture first_time_only=no [filter] race=Infantry [/filter] [modify_unit] [filter] race=Infantry side="$side_number" x,y=$x1,$y1 [/filter] experi...
by Kharn
February 8th, 2015, 4:24 pm
Forum: WML Workshop
Topic: Experience from capturing villages
Replies: 5
Views: 1094

Experience from capturing villages

I am trying to give infantry experience if they capture villages. The following code is in the unit file of every leader yet does not work...what should I change? [event] name=capture first_time_only=no [filter] race=Infantry [/filter] [modify_unit] [filter] race=Infantry x,y=$x1,$y1 [/filter] exper...
by Kharn
January 3rd, 2015, 6:22 pm
Forum: WML Workshop
Topic: Help: Unit that makes adjacent units move faster
Replies: 6
Views: 1261

Re: Help: Unit that makes adjacent units move faster

Thank you Sapient! The only issue I found with the code you supplied is that it sets moves to 0 each time instead of +2. I changed the variable from movement to max_moves to resolve. To share with others, here is the more finished code that is working for me. The following code can be applied into a...
by Kharn
January 3rd, 2015, 4:44 pm
Forum: Website
Topic: Village_support documentation mission
Replies: 0
Views: 1533

Village_support documentation mission

This text: village_support: (Version 1.11 and later only) the number of unit levels this side is able to support (does not pay upkeep on) per village it controls. Should be mentioned in: http://wiki.wesnoth.org/GameConfigWML According to: http://wiki.wesnoth.org/SideWML Search page for village_suppo...
by Kharn
December 31st, 2014, 4:09 am
Forum: WML Workshop
Topic: Apply Micro AI to all sides?
Replies: 1
Views: 499

Apply Micro AI to all sides?

I want to apply a micro AI in multiplayer to all AI controlled sides. However, [micro_ai] tag requires a single numeric side and even refuses lists. Ultimately I have a list of 15 or so units that should always be a lurker when controlled by the AI in multiplayer. I am implementing this improperly c...
by Kharn
December 30th, 2014, 4:49 pm
Forum: Multiplayer Development
Topic: Vision changes in 1.11
Replies: 31
Views: 4818

Re: Vision changes in 1.11

Fabi, can Jamming be set to a negative number to make units easier to spot? For example a Giant Flying Dragon with jamming=-3 would be visible 3 hexes outside the normal enemy view distance. In my WWII mod, I would think an infantry cant see very far into a forest, but should be able to see a plane ...
by Kharn
September 4th, 2014, 1:12 am
Forum: WML Workshop
Topic: How to handle less-than in a filter?
Replies: 3
Views: 990

How to handle less-than in a filter?

How do I fix the code below to replace the Less than symbol since wesnoth cant handle less than symbols?

Code: Select all

[event]
	name=attack_end
	first_time_only=no
	
	[filter_attack]
		name=Theft
	[/filter_attack]
	[filter_second]
		canrecruit=no
		[and]
			max_experience<265
		[/and]
	[/filter_second]
...
...
by Kharn
July 29th, 2014, 7:41 am
Forum: WML Workshop
Topic: Force multiplayer AI to always recruit same units turn 1?
Replies: 4
Views: 1138

Re: Force multiplayer AI to always recruit same units turn 1

Where would you put the [event] tag? Update: Putting the following in the [ai] code does not work either. [function] name=opening inputs="ai" formula=" if(ai.turn = 1, #turn 1 [ recruit('Supply_Truck'), recruit('Supply_Truck'), recruit('Supply_Truck'), recruit('Supply_Truck'), recruit('Supply_Truck'...
by Kharn
July 25th, 2014, 6:34 pm
Forum: WML Workshop
Topic: Force multiplayer AI to always recruit same units turn 1?
Replies: 4
Views: 1138

Force multiplayer AI to always recruit same units turn 1?

Why is the code below not causing the AI in multiplayer to create 10 supply trucks on turn 1? According to the WIKI (http://wiki.wesnoth.org/AI_Recruitment#Examples) My code should work. EDIT: I have now even tried 2 separate [ai] tags with turns=1-2 on the first and turns=3-500 on the second. The t...