Search found 383 matches
- July 14th, 2019, 8:54 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
I understand original issue is slow performance then. Do you have code in form I could try out in game? More like "preempively avoiding slow performances in the future". I have many more events to add still, I'm testing with only few units to make sure everything works before adding more....
- July 13th, 2019, 10:33 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
I've quite re-ordered my code for those events, but I still have a major problem. Let me explain better (my last post was quite unclear on rereading). The obstacle I face is an event included as macro inside unit files, which has variable with variables set by said macro. It's all fine and dandy whe...
- July 11th, 2019, 8:42 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
Sometimes the best approach to a complex debugging problem is pen, paper, pizza and not sitting in front of the PC. Don't focus on where you're getting stuck, instead write an overview of the desired behaviour. Doodle a bit and avoid thinking about the current implementation, the aim is that an eas...
- July 11th, 2019, 10:48 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
If the variables you need aren't set yet, then you could perhaps use defaults in that case? If the only case you'd need to do that for would be the prestart event, then you'd only need to account for side 1 turn 1. The major problem is that I have lots of events in my code, and I wanted to remove s...
- July 10th, 2019, 8:33 pm
- Forum: Scenario & Campaign Development
- Topic: Does it matter what kind of keeps are around castles?
- Replies: 1
- Views: 448
Re: Does it matter what kind of keeps are around castles?
Don't worry, the differences between the various castles and keep are merely aesthetic (except some of them do give slightly different defences to particular units e.g. swamp castle gives more defence to swimmers).
You can mix and match them as you want.
You can mix and match them as you want.
- July 10th, 2019, 3:37 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
So...the event unit_placed Leaders and units placed in side definitions (fired once for every unit right before prestart events) I needed to cram some variable into all the leaders of the various sides (every leader has different variables depending on its unit type), this I have already solved with...
- July 2nd, 2019, 8:28 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
Thought that was probably the case, many thanks Ravana!
- July 1st, 2019, 9:32 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
So I guess it's for modding...but I've never seen anybody use these for non-adjacent attacks, why were they added? How do they work? Why there is no documentation about these?
- July 1st, 2019, 8:44 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
A more "conceptual" question: what is the meaning of min_range and max_range inside [attack]? I've not yet found a description of these keys in the wiki... Am I blind?
- June 29th, 2019, 9:02 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
[filter_radius]: a standard location filter; normally the radius extends outwards from matching locations one step at a time without checking any additional information-- however, if this tag is present, the radius will be restricted so that it can only expand outwards in the directions where it pa...
- June 28th, 2019, 11:26 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
Another bump in the road: what do you experts think I should use to check if a unit is in contact to a squadron of identical units? :eng: Let me explain: I know how to check adjacencies and unit type, my question is about strange "unit formations". For example: I have a unit which needs to...
- June 27th, 2019, 5:27 pm
- Forum: Writers’ Forum
- Topic: Dunefolk Rework - Unit Naming
- Replies: 101
- Views: 28913
Re: Dunefolk Rework - Unit Naming
I agree with the proposed solutions.
- June 14th, 2019, 1:38 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
Wiki indicates that ai turn is unsynced. Did you test for oos? I mean, wiki says it could only break replays at the worst. I've done some tests, all negative for OOS, but I'm no expert so I don't know if I've left something unchecked. Do you have some ideas of particular conditions which would need...
- June 14th, 2019, 11:35 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 18254
Re: Xalzar's WML Headaches
Ahem...I don't know how to say it, but I think I've found the solution completely elsewhere. I've found an event - ai turn - of which I ignored the existence and that helped immensely, here's the code: [event] name=side turn first_time_only=no [set_variable] name=isai value=no [/set_variable] [/even...
- June 13th, 2019, 3:58 pm
- Forum: Multiplayer Development
- Topic: Main Factions Balance
- Replies: 170
- Views: 39996
Re: Main Factions Balance
@Cackfiend: speaking of balance proposals, I'd suggest increasing the Drake Glider defense by 10% on all terrains. It's just so squishy currently. :augh: Footpad: Slashing melee instead of Bludgeoning (also can unnerf his melee to be 5-2 again. I don't know about that, it seems it would step too muc...