Search found 793 matches
- April 12th, 2021, 7:35 pm
- Forum: Users’ Forum
- Topic: I'm back, after a very long absence.
- Replies: 17
- Views: 2673
Re: I'm back, after a very long absence.
I did the new undead campaign. I felt the scenarios could have been more diverse - they generally just involved killing everyone or moving to a point - but I really like the uniqueness of having two leaders, and the flexibility it gives you later in the game. Besides that, most of the maps involve y...
- April 11th, 2021, 12:58 am
- Forum: Users’ Forum
- Topic: I'm back, after a very long absence.
- Replies: 17
- Views: 2673
Re: I'm back, after a very long absence.
Much appreciate the information.
Guess I'll play around a bit with the campaign, then see what I want to do from there. Maybe some of the new tools will give me some inspiration.
Guess I'll play around a bit with the campaign, then see what I want to do from there. Maybe some of the new tools will give me some inspiration.
- April 10th, 2021, 11:05 pm
- Forum: Users’ Forum
- Topic: I'm back, after a very long absence.
- Replies: 17
- Views: 2673
I'm back, after a very long absence.
Hey guys - I was a former scenario developer who's been gone for probably around a decade by now. I am very pleasantly surprised that the community for this game is still active. I'm currently playing the new undead campaign. Seeing another undead campaign pleases me - I have always wanted to expand...
- February 1st, 2014, 5:16 am
- Forum: WML Workshop
- Topic: Goto Micro AI stopping recruiting after first turn
- Replies: 2
- Views: 1117
Re: Goto Micro AI stopping recruiting after first turn
Ah, interesting. The player has less tiles to recruit from, and most of my test runs of the micro AI were done with minimal recruitment on my part - makes sense now. Thank you.
- February 1st, 2014, 4:56 am
- Forum: WML Workshop
- Topic: Goto Micro AI stopping recruiting after first turn
- Replies: 2
- Views: 1117
Goto Micro AI stopping recruiting after first turn
An issue I'm having with the goto micro AI - the AI recruits units normally after the first turn, but after the first turn, it doesn't recruit units unless it doesn't have any non-leader units left, and then it recruits just one. I can't c/p the code since my computer has Internet issues ATM, but th...
- August 30th, 2013, 4:37 pm
- Forum: Users’ Forum
- Topic: Too many campaingns have you fighting orcs/undead.
- Replies: 98
- Views: 24101
Re: Too many campaingns have you fighting orcs/undead.
Ghasts actually eat their victims alive.
- August 22nd, 2013, 6:36 pm
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 12263
Re: [mainline] Undead trait and healing
I don't see a mace directly damaging the magic connection.
- August 14th, 2013, 8:49 am
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 12263
Re: [mainline] Undead trait and healing
Yes, but it's the complaining that's the deal.
- August 14th, 2013, 12:34 am
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 12263
Re: [mainline] Undead trait and healing
Are we seriously complaining that healing *magic* working on *undead* is unrealistic?
- August 10th, 2013, 11:28 pm
- Forum: Users’ Forum
- Topic: Wesnoth and Magic
- Replies: 13
- Views: 3733
Re: Wesnoth and Magic
Being magical if and of itself does not grant proficiency of magic. Drakes, for example, have magic energy running through their body, but they can't use it for anything but firebreathing.
- August 8th, 2013, 6:38 pm
- Forum: WML Workshop
- Topic: Constant Mutation
- Replies: 6
- Views: 2300
Re: Constant Mutation
Oh, yeah - that reminds me that changing traits directly hasn't worked for some time now.Heindal wrote:I for one don't like the manipulation of traits. You might want to use random abilities instead, as this is far easier to code.
- August 8th, 2013, 5:30 pm
- Forum: Ideas
- Topic: Weapon specials with a filter on opponent - 1.11
- Replies: 5
- Views: 2927
Re: Weapon specials with a filter on opponent - 1.11
On my phone, so can't copy the code right now. The [filter_opponent] filters for units with upkeep=loyal, or canrecruit=yes, or not levels 0,1, or 2. EDIT: Here it is. [chance_to_hit] id=herobane name= _ "herobane" name_inactive= description= _ "Against loyal units, leaders, or high-l...
- August 8th, 2013, 4:05 pm
- Forum: Ideas
- Topic: Weapon specials with a filter on opponent - 1.11
- Replies: 5
- Views: 2927
Re: Weapon specials with a filter on opponent - 1.11
At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose t...
- August 8th, 2013, 1:33 am
- Forum: Ideas
- Topic: Weapon specials with a filter on opponent - 1.11
- Replies: 5
- Views: 2927
Weapon specials with a filter on opponent - 1.11
At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose th...
- August 8th, 2013, 12:52 am
- Forum: WML Workshop
- Topic: Constant Mutation
- Replies: 6
- Views: 2300
Re: Constant Mutation
[event] name=new turn first_time_only=no [store_unit] [filter] # filter stuff here [/filter] variable=evolving [/store_unit] [set_variables] name=evolving.modifications.trait mode=append [value] #trait stuff here, without [trait] tag [/value] [/set_variables] [unstore_unit] variable=evolving [/unst...