Search found 65 matches
- May 25th, 2012, 11:03 pm
- Forum: Coder’s Corner
- Topic: Exercises in Formula and Lua AI and AI-demos add-on feedback
- Replies: 472
- Views: 133575
Re: Exercises in Formula and Lua AI
I just stumbled onto this thread and it led me to downloading the AI demo. This is some very impressive work! I have had my dabble in the wesnoth AI in the past, in particular before python AI became obsolete due to security issues. But Wesnoth might just a bit too complicated to have an elegant sol...
- August 19th, 2010, 10:52 pm
- Forum: Ideas
- Topic: Campaign re-organization
- Replies: 30
- Views: 4604
Re: Campaign re-organization
I seem to remember a time when the campaigns were ordered by their occurrence in relation to the Wesnoth timeline. That explains why UTBS is positioned last in the campaign list. It makes sense to me that campaigns are ordered that way coz then players can follow through the history of Wesnoth. And ...
- May 17th, 2010, 8:28 pm
- Forum: Ideas
- Topic: Sign to show unit AMLA
- Replies: 11
- Views: 2306
Re: Sign to show unit AMLA
If I remember right, Dfool's theme has got heart-shape icons on the side bar for units with AMLA. 1 heart for 1 AMLA, 2 hearts for 2 AMLA, etc. Try changing your theme to see it.
- February 5th, 2010, 9:42 pm
- Forum: Scenario & Campaign Development
- Topic: Fiery Menace -2- Look around you
- Replies: 4
- Views: 2137
Re: Fiery Menace -2- Look around you
Thanks for playing the campaign, but I am sorry to say that the second scenario was never finished. So you won't find much in there at all. I realised that Wesnoth was not designed for this kind of campaign and new versions break the various parts of my campaign faster than I can fix them, let alone...
- August 16th, 2009, 10:23 pm
- Forum: Coder’s Corner
- Topic: Using formula AI to direct unit movement
- Replies: 8
- Views: 3059
Re: Using formula AI to direct unit movement
I think it should work, if you encounter any problems, just tell me. Just to reiterate what Jacques_Fol has said, the stable version's code works like a charm. Thanks so much! Scenario is under data/scenario-formula.cfg and contains wolf rider that has 2 waypoints and a guard_radius - it partols ma...
- August 9th, 2009, 11:09 pm
- Forum: Coder’s Corner
- Topic: Using formula AI to direct unit movement
- Replies: 8
- Views: 3059
Re: Using formula AI to direct unit movement
Dragonking, you are a godsend! I will give you a quick answer first before attempting to further tested what you have suggested here. The overall goal of the formula AI is to move the unit between loc(4,3) and loc(17,8) repeatedly. At the moment, the way it does this is to 1. check if the unit is at...
- August 9th, 2009, 11:31 am
- Forum: Coder’s Corner
- Topic: Using formula AI to direct unit movement
- Replies: 8
- Views: 3059
Using formula AI to direct unit movement
I have spent hours staring at this but I couldn't figure out what is wrong with this formula AI code that I wrote. It is supposed to move a unit from location (4,3) to location (17,8) and then back repeatly. It is written in a slightly generic manner because I would like to use the same code on othe...
- August 9th, 2009, 11:19 am
- Forum: Coder’s Corner
- Topic: Computer AI's
- Replies: 10
- Views: 2856
Re: Computer AI's
Before the developers disabled the python AI feature in 1.6/7, there used to be a AI called bruteforce.py which ships with the game. If I remember right, it should be in some of the earlier 1.5.x. (or 1.4?) There is also a python AI called tommy which you can probably find on the forum. Since the de...
- June 7th, 2009, 6:53 pm
- Forum: Technical Support
- Topic: Computing time after usage of Ghost-line units
- Replies: 6
- Views: 2107
Re: Computing time after usage of Ghost-line units
I think it's just that the ghost has a long animation sequence so a lot of the times after attack, the player has to wait for the animation to finish before he can do anything else. This does look as if the computer is doing something behind the scene and that's what I thought at first too.
- March 9th, 2009, 10:31 pm
- Forum: Multiplayer Development
- Topic: More mainlined small maps
- Replies: 16
- Views: 4391
Re: More mainlined small maps
Just like asking whether Wesnoth is a fun game or not, it's a subjective question. I guess the developers have the final say in all issues, but I would also believe that they would like more people to enjoy wesnoth too. So one of my wishes is that wesnoth can be more inclusive, rather than exclusive...
- March 9th, 2009, 8:24 pm
- Forum: Multiplayer Development
- Topic: More mainlined small maps
- Replies: 16
- Views: 4391
Re: More mainlined small maps
I certainly do hope that on phasing out smaller maps, something else can be offered to cover that gap in gameplay. IMO, removing Isar's cross in Wesnoth is a bit like removing Eastern Invasion from Wesnoth. It's loved by the players and it's hard to substitute. The many balanced maps included in mai...
- March 8th, 2009, 8:50 pm
- Forum: Multiplayer Development
- Topic: More mainlined small maps
- Replies: 16
- Views: 4391
Re: More mainlined small maps
I am just wondering if it is feasible to state clearly in the multiplayer map descriptions whether they are balanced or not. At the moment, this is not really necessary as the policy is that most of the maps included are balanced. But from what I can see, there are two camps of people playing standa...
- February 18th, 2009, 5:42 pm
- Forum: WML Workshop
- Topic: Binary path for python AI in campaigns
- Replies: 0
- Views: 671
Binary path for python AI in campaigns
(This is for 1.5.10, in which python AI should work, according to the changelog) I just want to find out how I could use my own python AI in my campaign. I have written it up nicely but I couldn't quite figure out how the game would recognise the existence of the .py file. With the python AI that co...
- January 24th, 2009, 1:33 am
- Forum: Users’ Forum
- Topic: You've been playing Wesnoth too long when...
- Replies: 1231
- Views: 233011
Re: You've been playing Wesnoth too long when...
929. You acquire an ultimate faith in the Developers. Did you actually see that Drake flying straight through the inpenetrable wall of level zeros that you built up who then attacked the level zeros from behind the line? Is that not against the law of Wesnoth? You start to believe that you were in f...
- January 21st, 2009, 9:27 pm
- Forum: Scenario & Campaign Development
- Topic: Fiery Menace
- Replies: 30
- Views: 8993
Re: FIERY MENACE
I have been messing around in the prison for 30 turns but I can't even open the first door ... -.- Unless the new version of wesnoth has made the Campaign obsolete, some interactions between the right-click menu and the objects in-game should get you very far indeed. I play-tested on 1.5.6 and it w...