Search found 77 matches

by meriton
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!
by meriton
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...
by meriton
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 ...
by meriton
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:
by meriton
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...
by meriton
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.
by meriton
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...
by meriton
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.
by meriton
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'...
by meriton
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...
by meriton
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...
by meriton
February 17th, 2008, 11:36 am
Forum: Game Development
Topic: Cube 2
Replies: 5
Views: 2491

by meriton
December 9th, 2007, 12:15 pm
Forum: Technical Support
Topic: ...ping... you're disconnected...
Replies: 31
Views: 6733

I wonder how many pings the server sends in 30 (or 60) seconds? Are we talking about one packet being lost or twenty?

In any case, I don't see the need for a ping command if wesnoth pings automatically ...
by meriton
December 4th, 2007, 9:12 pm
Forum: WML Workshop
Topic: set difficulty in a scenario?
Replies: 11
Views: 2973

The WML reference isn't really helpful
I think it is - if you take the time to read it. If it isn't, please point out how it could be improved.
by meriton
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...