Search found 82 matches
- September 1st, 2023, 12:48 am
- Forum: Faction & Era Development
- Topic: WWII - V2 - Release Announcement
- Replies: 3
- Views: 4773
WWII - V2 - Release Announcement
Thousands of hours across decades I have arrived at the goal I set out for: The most financially realistic WWII strategy game ever made. Every in game stat from movement to hp is a formula from real world data. KD between units were verified to match real life. All while under the restriction of avo...
- October 31st, 2018, 3:11 am
- Forum: Faction & Era Development
- Topic: WWII Battleground Europe version 1.5 release announcement.
- Replies: 9
- Views: 12497
- October 31st, 2018, 2:46 am
- Forum: Faction & Era Development
- Topic: WWII Battleground Europe version 1.8 release announcement
- Replies: 0
- Views: 4891
WWII Battleground Europe version 1.8 release announcement
Second major update for World War 2 Era for Wesnoth! (Inspired by WWIIOL: Battleground Europe, a FPS MMO with the world's largest online game world and an obsession with realism) NEW FEATURES: [*] Added 14 naval units to the game as 1/500th scale representations of the original ships. [*] Added para...
- October 26th, 2018, 11:30 am
- Forum: WML Workshop
- Topic: Move leader back to keep every turn -- Code not working
- Replies: 14
- Views: 4467
Re: Move leader back to keep every turn -- Code not working
Canrecruit stopped working back when 1.12 came out. Ever since only able to recruit with my leader. I removed canrecruit=yes from other units to be safe though since it was not being used anyway.
- October 24th, 2018, 6:22 pm
- Forum: WML Workshop
- Topic: Move leader back to keep every turn -- Code not working
- Replies: 14
- Views: 4467
Re: Move leader back to keep every turn -- Code not working
Great I finally got the code working, had to fix a few more things like adding a $ for example, setting the billstore back to zero, pointlessly filling array location 0 so there is not an empty array position and so the player numbers match up with array locations, and adding a check to only run cod...
- October 24th, 2018, 6:13 pm
- Forum: WML Workshop
- Topic: If unit Advances, all adjacent units gain experience
- Replies: 5
- Views: 2591
Re: If unit Advances, all adjacent units gain experience
The following code is working. Thank you. Because all units I want to be triggered by this have a max of 1 experience, I used this as the filter. The chain reactions were great. Only thing I had to change from your code was changing the 'advance' trigger to 'post advance'. If the advance trigger is ...
- October 24th, 2018, 12:33 am
- Forum: Website
- Topic: Wiki issue with AI_Recruitment
- Replies: 5
- Views: 5207
Re: Wiki issue with AI_Recruitment
When I do my own testing, it appears to work with and without quotes. At the same time I have several memories of adding quotes to names with spaces and that change alone caused the code to switch to working. Must be faulty memories or perhaps it was happening when I was editing a macro, which is al...
- October 24th, 2018, 12:26 am
- Forum: WML Workshop
- Topic: Move leader back to keep every turn -- Code not working
- Replies: 14
- Views: 4467
Re: Move leader back to keep every turn -- Code not working
I want to teleport the leader to the keep. It is not clear from https://wiki.wesnoth.org/DirectActionsWML what happens to an existing unit if it is already in the way of the teleport. I tried adding a message as you can see here: [if] [have_unit] canrecruit=yes side=$lastplayer [not] [have_location]...
- October 23rd, 2018, 9:43 pm
- Forum: WML Workshop
- Topic: Move leader back to keep every turn -- Code not working
- Replies: 14
- Views: 4467
Re: Move leader back to keep every turn -- Code not working
Ok I fixed the WML hole by starting the array at 0. I added the dollar sign. Leaders are still not teleported back to their starting location every turn. I copied this code from someone else and it has never worked. If anyone else has a way to move leader back to keep every turn I would really appre...
- October 23rd, 2018, 9:33 pm
- Forum: WML Workshop
- Topic: If unit Advances, all adjacent units gain experience
- Replies: 5
- Views: 2591
Re: If unit Advances, all adjacent units gain experience
Neither set of code works. In all tests I placed two units with the same event code next to each other and got one to level. For both peoples suggestions I tried #removing all filters in order to rule that out. Notes and code are below. [event] #tried pre advance, advance, and post advance triggers,...
- October 22nd, 2018, 4:03 am
- Forum: WML Workshop
- Topic: If unit Advances, all adjacent units gain experience
- Replies: 5
- Views: 2591
If unit Advances, all adjacent units gain experience
I would like to have a unit event that if unit X levels, all units adjacent to unit X gain 1 exp. After spending an hour attempting. I am asking for help. I would like to do this with event name=advance or post advance, but any code that pulls this off is fine.
- October 21st, 2018, 11:45 pm
- Forum: WML Workshop
- Topic: [SOLVED] Problem with weapon special
- Replies: 3
- Views: 1991
Re: Problem with weapon special
There may be a way to make that work given the setup you did, but I would do it a different way. Remove the weapon special, then add the following event to the unit: [event] name=die first_time_only=no [filter_second] id=PUT_UNIT_ID_HERE [/filter_second] {MODIFY_UNIT x,y=$x2,$y2 moves 1} {MODIFY_UNI...
- October 21st, 2018, 11:33 pm
- Forum: WML Workshop
- Topic: Move leader back to keep every turn -- Code not working
- Replies: 14
- Views: 4467
Move leader back to keep every turn -- Code not working
The following code is placed in the unit file for the leader. At the start of game, the code is expected to memorize the X,Y location of each leader. When the turn is about to begin (side turn event) the code is expected to move the leader back to the location that they started the game in. If a uni...
- October 20th, 2018, 6:46 am
- Forum: Website
- Topic: Wiki issue with AI_Recruitment
- Replies: 5
- Views: 5207
Wiki issue with AI_Recruitment
https://wiki.wesnoth.org/AI_Recruitment The attributes for [recruit] show type="": (string) This indicates it defaults to open quote close quote with no value. However the examples mentions [recruit] type=Orcish Grunt and [recruit] type=scout Neither have quotes. It appears in testing that...
- October 18th, 2018, 10:05 pm
- Forum: Faction & Era Development
- Topic: WWII Battleground Europe version 1.5 release announcement.
- Replies: 9
- Views: 12497
Re: WWII Battleground Europe version 1.5 release announcement.
It is disappointing to hear that Tier 2 factory stopped working. I also heard I need to port the mod to the new version of wesnoth. Hopefully it does not break too much. Last time I had to do a port some change to the AI made the AI go from 'usually beats me and other players on small and medium map...