Search found 790 matches
- February 1st, 2014, 5:16 am
- Forum: WML Workshop
- Topic: Goto Micro AI stopping recruiting after first turn
- Replies: 2
- Views: 840
Re: Goto Micro AI stopping recruiting after first turn
Ah, interesting. The player has less tiles to recruit from, and most of my test runs of the micro AI were done with minimal recruitment on my part - makes sense now. Thank you.
- February 1st, 2014, 4:56 am
- Forum: WML Workshop
- Topic: Goto Micro AI stopping recruiting after first turn
- Replies: 2
- Views: 840
Goto Micro AI stopping recruiting after first turn
An issue I'm having with the goto micro AI - the AI recruits units normally after the first turn, but after the first turn, it doesn't recruit units unless it doesn't have any non-leader units left, and then it recruits just one. I can't c/p the code since my computer has Internet issues ATM, but th...
- August 30th, 2013, 4:37 pm
- Forum: Users’ Forum
- Topic: Too many campaingns have you fighting orcs/undead.
- Replies: 98
- Views: 19440
Re: Too many campaingns have you fighting orcs/undead.
Ghasts actually eat their victims alive.
- August 22nd, 2013, 6:36 pm
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 9841
Re: [mainline] Undead trait and healing
I don't see a mace directly damaging the magic connection.
- August 14th, 2013, 8:49 am
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 9841
Re: [mainline] Undead trait and healing
Yes, but it's the complaining that's the deal.
- August 14th, 2013, 12:34 am
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 9841
Re: [mainline] Undead trait and healing
Are we seriously complaining that healing *magic* working on *undead* is unrealistic?
- August 10th, 2013, 11:28 pm
- Forum: Users’ Forum
- Topic: Wesnoth and Magic
- Replies: 13
- Views: 3000
Re: Wesnoth and Magic
Being magical if and of itself does not grant proficiency of magic. Drakes, for example, have magic energy running through their body, but they can't use it for anything but firebreathing.
- August 8th, 2013, 6:38 pm
- Forum: WML Workshop
- Topic: Constant Mutation
- Replies: 6
- Views: 1850
Re: Constant Mutation
Oh, yeah - that reminds me that changing traits directly hasn't worked for some time now.Heindal wrote:I for one don't like the manipulation of traits. You might want to use random abilities instead, as this is far easier to code.
- August 8th, 2013, 5:30 pm
- Forum: Ideas
- Topic: Weapon specials with a filter on opponent - 1.11
- Replies: 5
- Views: 2330
Re: Weapon specials with a filter on opponent - 1.11
On my phone, so can't copy the code right now. The [filter_opponent] filters for units with upkeep=loyal, or canrecruit=yes, or not levels 0,1, or 2. EDIT: Here it is. [chance_to_hit] id=herobane name= _ "herobane" name_inactive= description= _ "Against loyal units, leaders, or high-l...
- August 8th, 2013, 4:05 pm
- Forum: Ideas
- Topic: Weapon specials with a filter on opponent - 1.11
- Replies: 5
- Views: 2330
Re: Weapon specials with a filter on opponent - 1.11
At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose t...
- August 8th, 2013, 1:33 am
- Forum: Ideas
- Topic: Weapon specials with a filter on opponent - 1.11
- Replies: 5
- Views: 2330
Weapon specials with a filter on opponent - 1.11
At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose th...
- August 8th, 2013, 12:52 am
- Forum: WML Workshop
- Topic: Constant Mutation
- Replies: 6
- Views: 1850
Re: Constant Mutation
[event] name=new turn first_time_only=no [store_unit] [filter] # filter stuff here [/filter] variable=evolving [/store_unit] [set_variables] name=evolving.modifications.trait mode=append [value] #trait stuff here, without [trait] tag [/value] [/set_variables] [unstore_unit] variable=evolving [/unst...
- August 3rd, 2013, 2:01 pm
- Forum: Ideas
- Topic: Have luck affect XP gained
- Replies: 5
- Views: 1940
Re: Have luck affect XP gained
Oh, interesting. Thank you!
- July 30th, 2013, 1:43 am
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 58762
Re: Modern Combat: 1.0.1 Released!
So the tents weren't doing it for you?gfgtdf wrote:i tried to play this sceario but i couldnt find any "Barracks" to select in the first turn, i tried the "europa" map.
- July 29th, 2013, 7:57 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 58762
Re: Modern Combat: 1.0.1 Released!
Okay, thanks. It should be fixed next version.