Search found 77 matches
- November 29th, 2012, 1:17 am
- Forum: WML Workshop
- Topic: [SOLVED] unit.max_attacks being reset to 1?
- Replies: 2
- Views: 1073
Re: unit.max_attack being reset to 1?
Argh, right you are, I completely forgot about that hack... and good catch about the post advance event, too!
Thanks a lot!
Thanks a lot!
- November 29th, 2012, 1:03 am
- Forum: WML Workshop
- Topic: [SOLVED] unit.max_attacks being reset to 1?
- Replies: 2
- Views: 1073
[SOLVED] unit.max_attacks being reset to 1?
Hi everyone, In the multiplayer scenario i am currently working on, I have attempted to give some units several attacks per turn by doing: # give player recruits additional attacks [event] name=recruit first_time_only=no [filter] [filter_side] team_name=heroes [/filter_side] [/filter] {VARIABLE unit...
- September 28th, 2010, 12:43 pm
- Forum: Multiplayer Development
- Topic: SX Development
- Replies: 205
- Views: 35821
Re: SX Development
I noticed a bothersome slowdown (about 10 seconds) whenever a new side turn starts in SurvivalXAddOnPacks, version 3.8.2. I suspect this is because the auto save file is a whopping 37 MB before compression. I have tracked this down to SXShop.cfg, lines 6751-6775, which read: {SX_SHOP_SPECIALS_SET_M ...
- May 24th, 2009, 8:43 pm
- Forum: WML Workshop
- Topic: numerous [object] and the ai
- Replies: 2
- Views: 764
Re: numerous [object] and the ai
In case it helps, here's the save file:
- May 24th, 2009, 8:03 pm
- Forum: WML Workshop
- Topic: numerous [object] and the ai
- Replies: 2
- Views: 764
numerous [object] and the ai
Hi, I have just experienced an extremely slow moving ai (I estimate about one attack every 30 seconds). I wonder if this might be related to the shop system that scenario uses, which works by giving a hero an object every time he buys something in the shop (In the course of a game, a typical hero un...
- May 17th, 2009, 1:09 am
- Forum: WML Workshop
- Topic: Bending ZoC Rules
- Replies: 9
- Views: 2088
Re: Bending ZoC Rules
The moveto-event fires before the attack event, doesn't it?
meriton wrote:I tried storing the unit in the moveto-event and record unit.moves to a variable, but unit.moves is already 0 because the ZoC rule has already been taken into account.
- May 16th, 2009, 11:28 pm
- Forum: WML Workshop
- Topic: Bending ZoC Rules
- Replies: 9
- Views: 2088
Re: Bending ZoC Rules
I have. No new insight comes to mind. I understand "giving A skirmisher when next to B" as giving A a skirmishing ability with a filter saying that there is at most one enemy unit with level > 0 in adjacent hexes. My thought is that this filter expression will match regardless of whether A...
- May 16th, 2009, 11:02 pm
- Forum: WML Workshop
- Topic: Bending ZoC Rules
- Replies: 9
- Views: 2088
Re: Bending ZoC Rules
Wouldn't this allow A to walk right past B without fighting? That might be a bit too powerful.
I guess I'll have to think of another rule then, thanks for your ideas.
I guess I'll have to think of another rule then, thanks for your ideas.
- May 16th, 2009, 10:10 pm
- Forum: WML Workshop
- Topic: Bending ZoC Rules
- Replies: 9
- Views: 2088
Bending ZoC Rules
I'd like to slightly bend the zone of control rules for a multiplayer scenario of mine. That is, if unit A kills unit B, I don't want unit A to be restricted by unit B's ZoC. Can I do that in WML? How? I know how I can set the number of moves left in a "die" event. However, so far I haven'...
- May 16th, 2009, 3:12 pm
- Forum: WML Workshop
- Topic: Use of userdata/data/multiplayer?
- Replies: 1
- Views: 620
Use of userdata/data/multiplayer?
Hi, My fresh install of wesnoth 1.6.2 contains an empty directory userdata/data/multiplayer which is not described in the wiki [1]. Assuming it is for multiplayer scenarios I saved one into this directory, but wesnoth seems to ignore it (it does not even complain about the syntax error I put in that...
- August 19th, 2008, 9:39 pm
- Forum: Game Development
- Topic: Strategic Freedom
- Replies: 15
- Views: 7112
Re: Strategic Freedom
In many computer strategy games -- especially 4X style games -- there are numerous ways you can play. Passively, aggressively, and so forth. This works well on intermediate levels of play, when players are playing fairly casually. However, if you want to play the game at a high level -- becoming ve...
- February 17th, 2008, 11:36 am
- Forum: Game Development
- Topic: Cube 2
- Replies: 5
- Views: 2491
- December 9th, 2007, 12:15 pm
- Forum: Technical Support
- Topic: ...ping... you're disconnected...
- Replies: 31
- Views: 6733
- December 4th, 2007, 9:12 pm
- Forum: WML Workshop
- Topic: set difficulty in a scenario?
- Replies: 11
- Views: 2973
- December 3rd, 2007, 8:30 pm
- Forum: WML Workshop
- Topic: set difficulty in a scenario?
- Replies: 11
- Views: 2973
The following approach should work for both multi- and single player: Write a moveto-event that triggers when side=1 and x,y=17,17 In that event, use [message] to display a prompt, and inside it, an [option] for each difficulty setting you want. In each option, you use [gold] to give the correspondi...