Search found 92 matches

by roadkill
December 16th, 2008, 8:18 am
Forum: Users’ Forum
Topic: EDITOR - Custom,custom,custom
Replies: 17
Views: 2668

Re: EDITOR - Custom,custom,custom

Heck making a race is as easy as drawing it and animating it,

I'm sure plenty of people here would do all the coding for yourself if the art was good. (I would, you can take this as an offer if you want).
by roadkill
November 27th, 2008, 7:10 pm
Forum: Users’ Forum
Topic: 262 Turn AI only game:
Replies: 10
Views: 1442

Re: 262 Turn AI only game:

i noticed in your mp-scenario that the ai sometimes acted really strange. once it didn't buy units although it had enough gold. Hmm it hasn't done this against me, seems to recruit fairly well the whole time. (the game internally actually set's this value if there's no ai_algorithm is provided) I d...
by roadkill
November 26th, 2008, 9:30 pm
Forum: Strategies & Tips
Topic: Faction/leader choices - random?
Replies: 23
Views: 9760

Re: Faction/leader choices - random?

Yeh MOL is uber, but thats not default, I think glowing fish has a good point. On a small map the leader is quite important, but on medium maps it better be a healer to be useful (its so nice having 6 villages walking around in a nice neat cluster). On large maps if your fighting with your leader yo...
by roadkill
November 26th, 2008, 7:42 pm
Forum: Users’ Forum
Topic: Add-Ons
Replies: 10
Views: 1733

Re: Add-Ons

The forums are ok to wade through. I think searching for desired terms on the main page is the most powerful though... A rating system is ok, but I think I generally ignore rating & times downloaded when looking for things. The most powerful thing (instead of lots of silly categorising), would be a ...
by roadkill
November 26th, 2008, 7:23 pm
Forum: Users’ Forum
Topic: 262 Turn AI only game:
Replies: 10
Views: 1442

Re: 262 Turn AI only game:

It would be interesting because then the AI could throw you a curve-ball every-now & again. Players can get into a rut of "how to beat the AI" (not a bad rut just something that works, every-time, that wouldn't work so well against humans). The AI does some interesting things ATM though. I'm testing...
by roadkill
November 26th, 2008, 6:53 pm
Forum: Users’ Forum
Topic: If you could pick five units to make a custom faction...
Replies: 80
Views: 8434

Re: If you could pick five units to make a custom faction...

I don't know but in the unit tally shouldn't "mage of light, necromancer & knight" be converted to mage, adept & horseman or put in another list entirely? Obviously people are getting MOL for the lighting effect, which no level one unit does... The other units have lvl1 equivalents though. Would the...
by roadkill
November 26th, 2008, 4:36 pm
Forum: WML Workshop
Topic: debugging wml
Replies: 17
Views: 1774

Re: debugging wml

I wouldn't mind using the right indentation, but the guidelines are so fuzzy I don't know what they mean. This page needs an example of what proper indenting should look like. http://www.wesnoth.org/wiki/ConventionsWML I think it means step in 4 spaces every time you make a [something] and out 4 whe...
by roadkill
November 26th, 2008, 4:12 pm
Forum: WML Workshop
Topic: This is right right? (setting income).
Replies: 7
Views: 1088

Re: This is right right? (setting income).

Thanks Max, its working now, I set income_lock=false in the [side] tag. And created an event to modify the sides income at turn 2.

Ta for the advice I didn't know there was that limit, I seriously thought my game was screwy... it helped alot.
by roadkill
November 26th, 2008, 12:22 am
Forum: WML Workshop
Topic: This is right right? (setting income).
Replies: 7
Views: 1088

Re: This is right right? (setting income).

Thanks for your patience beetlenaut. Yea I must be, I was pretty confident about this bit but I'm still a noob, so I wasn't sure. I really didn't want to do this, but I have stripped the full code to the bare minimum. there is basically a map & 2 sides here (absolutely nothing interesting). I'm stil...
by roadkill
November 25th, 2008, 11:18 pm
Forum: WML Workshop
Topic: All leaders are dieing simultaneosly...
Replies: 3
Views: 671

Re: All leaders are dieing simultaneosly...

I try to be as specific as I can, I don't want to just dump my code on people and ask whats wrong. But Thanks Doofus! Yeh I had kill tags killing everything, god knows what I was thinking (I certainly don't). [event] name=die [filter] x=$x1 y=$y1 side=3,4,5,6,7,8 canrecruit=1 [/filter] [filter_secon...
by roadkill
November 25th, 2008, 3:08 pm
Forum: WML Workshop
Topic: All leaders are dieing simultaneosly...
Replies: 3
Views: 671

All leaders are dieing simultaneosly...

Sorry If you guys are sick of me, seems like im back here everyday! I've made a few Ai sides on a map (there are 5 ai sides in total) all linked to the same team "Creep" so they won't attack each-other. an example of the code I have used for all of them is this [side] side=5 controller=ai team_name=...
by roadkill
November 25th, 2008, 2:54 pm
Forum: WML Workshop
Topic: help with side recruitment events
Replies: 8
Views: 1548

Re: help with side recruitment events

To get a certain side to recruit certain units after a certain turn use. [event] name=turn 10 [set_recruit] side=3 recruit=Dwarf Fighter, Beer, Stripper [/set_recruit] [/event] This will make it so side 3 can recruit Fighters, Beer, & Strippers after turn 10. Its safe to say side 3 will be having a ...
by roadkill
November 25th, 2008, 2:47 pm
Forum: WML Workshop
Topic: This is right right? (setting income).
Replies: 7
Views: 1088

Re: This is right right? (setting income).

changed the village value from +2 to 2, still is 20 income :S,

made another map, with several different AI sides on there, they all have 20 income....
by roadkill
November 23rd, 2008, 9:22 pm
Forum: WML Workshop
Topic: This is right right? (setting income).
Replies: 7
Views: 1088

This is right right? (setting income).

Income should be +100 per-turn right? when fighting against this it doesn't recruit 100 worth per-turn and when watching replay the income is shown as +20 Why is this? Is +20 a maximum? This is a skirmish scenario. [side] side=2 controller=ai team_name=Creep canrecruit=1 allow_player=no recruit="Blo...
by roadkill
November 23rd, 2008, 5:03 pm
Forum: WML Workshop
Topic: Modify unit macro, what are leaders called?
Replies: 2
Views: 689

Re: Modify unit macro, what are leaders called?

beetlenaut wrote:It may be possible to use MODIFY_UNIT, but if it worked, it would have some strange consequences. Just use [set_recruit] instead, with a blank list of available units.
Awesome idea, yep its working.