Search found 32 matches
- August 23rd, 2006, 10:35 am
- Forum: Coder’s Corner
- Topic: ai related suggestions
- Replies: 0
- Views: 1291
ai related suggestions
1. A downloadable API and data structure reference. 2. A set of options in the functions (that use pathing) that return lists of units or locations such that it can ignore either/and friendly or enemy units. 3. Sort of related to two: I haven't looked at WML in a while but IIRC it has the concept of...
- August 23rd, 2006, 9:11 am
- Forum: Ideas
- Topic: Recruiting and Recalling
- Replies: 15
- Views: 3271
Recruiting and Recalling
When recruiting or recalling replace the mini-map and time of day thing, with the unit list, have the bottom display base unit stats and allow drag and drop of units onto keep tiles.
Swap
The ability to click on a friendly unit, so that they swap places with the currently selected unit. Both units would need the same amount of movement points as if nothing special was taking place, both units will have the appropriate amount of movement points subtracted and both units will still hav...
- April 29th, 2006, 1:33 pm
- Forum: Ideas
- Topic: AI, userinterface, and another idea
- Replies: 4
- Views: 1100
Zhukov 1. It would just end up being a list of objects with associated object types and 'collision' volumes, that would be parsed at map load time. The hard part would come in regards to integrating this in to AI WML. From what i read in regards to ai in the wiki all the ai work is done in C++ and t...
- April 29th, 2006, 6:23 am
- Forum: Ideas
- Topic: AI, userinterface, and another idea
- Replies: 4
- Views: 1100
AI, userinterface, and another idea
1. Allow map files to contain AI hints in them, for example marking a set of hexes as a choke point. The ability to do this for each movement type would really be nice and necessary as well. It would allow for better more programmable AI through WML. Other hints could be outlines of big tracts of co...
- February 20th, 2006, 3:16 am
- Forum: Coder’s Corner
- Topic: recruit and recall dialogs
- Replies: 1
- Views: 1553
recruit and recall dialogs
Could someone please point me to the source file/s where the current unit recruit and recall dialogs are located? Either the file name or a link to the svn browse page would be appreciated, thanks.
- February 20th, 2006, 2:28 am
- Forum: Users’ Forum
- Topic: are there any?
- Replies: 16
- Views: 3493
- February 15th, 2006, 6:38 am
- Forum: Users’ Forum
- Topic: are there any?
- Replies: 16
- Views: 3493
are there any?
Are there any units that have stealth in a place other than the forest? Like a unit who has stealth in the mountains or one that has stealth in the swamp or something?
- February 15th, 2006, 6:13 am
- Forum: Users’ Forum
- Topic: Slack Space
- Replies: 8
- Views: 2128
- February 12th, 2006, 11:47 am
- Forum: Users’ Forum
- Topic: Slack Space
- Replies: 8
- Views: 2128
appleide - if you are familiar with quake3 they use something called pk3 files which are essentially zip files, in fact i think you can open them with winzip or winrar. Soliton - the partition my wesnoth install is on is using 16kb clusters, so I know not all people are affected but it would be nice...
- February 12th, 2006, 7:38 am
- Forum: Users’ Forum
- Topic: Slack Space
- Replies: 8
- Views: 2128
Slack Space
I noticed that after a fresh install of wesnoth, that the 73MB that is supposed to be taken up is actually 144MB. I was wondering if the developers planned on moving assets into compressed files along the lines of pk3 files for quake3 or something?
- November 27th, 2005, 12:56 am
- Forum: Ideas
- Topic: Lock and Load
- Replies: 6
- Views: 3997
Lock and Load
Just an abstract idea, but how about paying a premium price for the capability to use a unit the same turn it is recruited/recalled? For example, say 50% more for recruiting and x00% more per level when recalling. Potentially make it a trait or ability so not all factions/units have the ability, if ...
- October 12th, 2005, 12:22 am
- Forum: Ideas
- Topic: Some random and related ideas
- Replies: 3
- Views: 868
Re: #1, how would you 'pick up' units without adding interface complexity? Use the context sensitive menu. Upon right-click of a unit check if the unit can 'rescue', then check for and create a list of rescuable units adjacent to the selected unit. If the list is empty then don't include the rescue...
- October 9th, 2005, 1:04 am
- Forum: Ideas
- Topic: Some random and related ideas
- Replies: 3
- Views: 868
Some random and related ideas
Some random and related ideas for consumption and discussion. 1. The ability to use mounted units to "rescue" non-mounted units adding a movement penalty. This could also include the mer-units allowing other units to hitch a ride across swamps and water. 2. Trait or Ability "hit and r...
- October 9th, 2005, 12:31 am
- Forum: Users’ Forum
- Topic: my first multiplayer map
- Replies: 4
- Views: 1439