Search found 511 matches
- January 16th, 2014, 2:54 am
- Forum: WML Workshop
- Topic: Graziani WML Questions
- Replies: 107
- Views: 25070
Re: Graziani WML Questions
Why temp_second_unit?
Code: Select all
### question 1:
[set_variable]
name=second_unit.hitpoints
add= # add what you want here
[/set_variable]
[unstore_unit]
variable=second_unit
[/unstore_unit]
- January 11th, 2014, 4:48 pm
- Forum: Ideas
- Topic: Opponent's experience should be unknown until 1st fight
- Replies: 8
- Views: 2723
Re: Opponent's experience should be unknown until 1st fight
And why a strategy game shouldn't be realistic ? If the realism interferes with the strategy, then the game should not include it. But that's not the real issue; it would be better to ask "why should a strategy game be realistic?" (There is nothing intrinsic to "strategy game" t...
- January 11th, 2014, 2:53 am
- Forum: WML Workshop
- Topic: Graziani WML Questions
- Replies: 107
- Views: 25070
Re: Graziani WML Questions
In 1.10, no, not without leaving a fog-clearing unit in that place (which has the drawback of leaving a unit in that place).Graziani wrote:I know there is a macro to remove fog.
But is that possible to remove fog from a certain place?
I mean permanently?
In 1.11, there is [lift_fog].
- January 7th, 2014, 2:09 am
- Forum: Technical Support
- Topic: Bad Math
- Replies: 1
- Views: 706
Re: Bad Math
The game is calculating just fine. The error is that you are rounding off mid-calculation. A skeleton archer does 75% of 6 damage during the day, which is 4.5, not 5. If there is no resistance in play, then the 4.5 gets rounded to 5, but in the face of 20% vulnerability, 4.5 * 1.2 = 5.4, which gets ...
- December 16th, 2013, 4:58 am
- Forum: Users’ Forum
- Topic: Console Commands
- Replies: 10
- Views: 8297
Re: Console Commands
What did you think it meant?
- December 13th, 2013, 1:17 am
- Forum: Users’ Forum
- Topic: Console Commands
- Replies: 10
- Views: 8297
Re: Console Commands
One could learn about the "droid" command by reading that page you "of course" know (CommandMode)...anl93 wrote:i didnt know droid 1 before.
- December 1st, 2013, 8:34 pm
- Forum: Technical Support
- Topic: [Crash Bug] The South Guard!!!
- Replies: 8
- Views: 3058
Re: [Crash Bug] The South Guard!!!
Hi I'm New for Wesnoth Game. New players really should be playing a stable version (1.10.7 is the latest stable version). The development versions (1.11.x) are for people who are willing to experience game-breaking bugs and who are able to recognize (and report) lesser bugs. If you want, you could ...
- November 21st, 2013, 2:57 am
- Forum: Coder’s Corner
- Topic: monte carlo simulations for AI?
- Replies: 9
- Views: 4199
Re: monte carlo simulations for AI?
The most direct solution then is that I should clone all the relevant objects pointed to in "resources" and store them in a safe place, then run my simulation using the core code, and at the end replace the pointed objects with the saved clones. Well, I would store the originals in a safe...
- November 21st, 2013, 2:28 am
- Forum: WML Workshop
- Topic: Detecting an undo
- Replies: 11
- Views: 2266
Re: Detecting an undo
[...], but instead, the wiki says, "Just ignore the user's request, and all will be well." My take on the wiki is "If you cannot ignore the user's undo request, then all will not be well." Similar concepts, but different logic. I also can't stop the user from recruiting from the...
- November 18th, 2013, 1:16 am
- Forum: Ideas
- Topic: Troops should be recruited from where they're needed
- Replies: 22
- Views: 4641
Re: Troops should be recruited from where they're needed
Not focusing by default on the keep at recruitment, won't bar anybody to focus on the keep as they need it. It's just it shouldn't be the default behaviour. I think it should be the default because that way you get to see the recruitment animations. Fair enough, thinking about this there could be o...
- November 18th, 2013, 1:05 am
- Forum: Technical Support
- Topic: wesnoth server: no ghost command?
- Replies: 1
- Views: 682
Re: wesnoth server: no ghost command?
Can someone tell me if there is a ghost command and how to use it? I could try, but I don't know what you are talking about. (I also don't know much about the multiplayer side of the game, but no one else has spoken up yet.) What is a ghost command supposed to do? Where is this MP tutorial where yo...
- November 18th, 2013, 12:58 am
- Forum: Users’ Forum
- Topic: Damage types
- Replies: 23
- Views: 5578
Re: Damage types
4) If the flagship unit of the human armies is completely useless against skeletons, wouldn't someone have just summoned up an army of skeletons and overran them? This is a wonderful question in that it can be readily tested. Go ahead and challenge someone reasonably competent with the human armies...
- November 13th, 2013, 2:48 am
- Forum: Technical Support
- Topic: Only round 1 of berserk applies first strike: intentional?
- Replies: 7
- Views: 2684
Re: Only round 1 of berserk applies first strike: intentiona
A quick look at the code shows that first strike is supposed to apply to each round of combat.
- November 13th, 2013, 2:42 am
- Forum: WML Workshop
- Topic: Random oos error on canoe
- Replies: 3
- Views: 864
Re: Random oos error on canoe
Since the problem seems to be directly related to canoes, I would start with the definition of the canoe unit type.Velensk wrote:I have no idea where to even start.
That's assuming this is not also related to which scenario you're playing.
- November 9th, 2013, 6:25 pm
- Forum: Ideas
- Topic: Default type of unit should not be fixed
- Replies: 9
- Views: 2975
Re: Default type of unit should not be fixed
Isn't it then tiresome to have to move the selector 6 times to the same type of unit ? You don't have to move the selector 6 times. On Linux, recruit the first unit, then hit alt-ctrl-r 5 times. On Windows, almost the same thing works, but you may have to assign a different hotkey to "Repeat R...