Search found 38 matches
- May 1st, 2012, 11:33 am
- Forum: WML Workshop
- Topic: [Help]Moveto events and attacking?
- Replies: 6
- Views: 1512
Re: [Help]Moveto events and attacking?
No, that didn't work either. . .
- April 26th, 2012, 12:23 am
- Forum: WML Workshop
- Topic: [Help]Moveto events and attacking?
- Replies: 6
- Views: 1512
Re: [Help]Moveto events and attacking?
I haven't been able to find any information on the wiki about a unit's attack number; I just tried using a [modify_unit] tag to change set its 'attacks' number to 0 (and back again after the event), but that didn't work. (And for the record, the unit being attack runs away halfway though the event, ...
- April 24th, 2012, 11:26 pm
- Forum: Users’ Forum
- Topic: Too many campaingns have you fighting orcs/undead.
- Replies: 98
- Views: 27373
Re: Too many campaingns have you fighting orcs/undead.
I'd say that when you attack at night, you are ambushing the enemy and he does not have enough time to prepare the position, so you don't have to care too much about the strategy, all you need is to swarm the enemy camp as fast as possible - the soldiers you need are individuals, chaotic (and also,...
- April 24th, 2012, 11:21 pm
- Forum: WML Workshop
- Topic: Quickly setting a variable's value based on difficulty
- Replies: 0
- Views: 569
Quickly setting a variable's value based on difficulty
Using #ifdef EASY, #ifdef MEDIUM, etc. tags are possible, but very time-consuming. A while back, I discovered a workaround I'd like to share: [set_variable] name=foo {QUANTITY value easy medium hard} [/set_variable] It's vitally important that the first argument for the QUANTITY macro is value - tha...
- April 24th, 2012, 11:17 pm
- Forum: WML Workshop
- Topic: [Help]Moveto events and attacking?
- Replies: 6
- Views: 1512
[Help]Moveto events and attacking?
Hi all, I am being plauged by a very annoying bug caused by a single fact: When a unit is selected, an overlay appears on screen, darkening any areas the unit can't reach. When the unit is ordered to attack an enemy, the overlay stays on-screen while the unit moves, and only disappears when the atta...
- April 19th, 2012, 1:36 am
- Forum: Strategies & Tips
- Topic: Sustainable Scenario
- Replies: 15
- Views: 5261
Re: Sustainable Scenario
I've been thinking of ending a campaign I've been working on in a fashion like this -- squash the player between two ai sides, and give the ai endless reinforcements until the player dies. It'll be months before I reach that point, though.
- November 5th, 2011, 5:20 pm
- Forum: Users’ Forum
- Topic: "Best two units" MP era?
- Replies: 4
- Views: 1918
"Best two units" MP era?
So, I recently noticed that the "best two units" thread ( http://forums.wesnoth.org/viewtopic.php?f=3&t=35230 ) has been particularly active, and I'm wondering how much interest would there be in an MP era based off that thread? I have some old wml on my computer that can be modified t...
- October 1st, 2011, 12:06 am
- Forum: WML Workshop
- Topic: What syntax does [filter_location] use?
- Replies: 2
- Views: 732
Re: What syntax does [filter_location] use?
So I'm fundamentally misunderstanding what the tag does? Ah well, I have a (relatively) quick workaround in mind. Thanks.
- September 29th, 2011, 2:06 am
- Forum: WML Workshop
- Topic: What syntax does [filter_location] use?
- Replies: 2
- Views: 732
What syntax does [filter_location] use?
So, I've been creating a scenario with a sighted event. The wiki says that name=sighted events are buggy and are to be avoided, so I did, and the wiki suggests using [filter_location] tags inside a moveto event instead, so I am trying to. But I can't seem to get the event to fire properly! The event...
- September 27th, 2011, 2:29 am
- Forum: WML Workshop
- Topic: Leader unit not obeying [avoid] tag
- Replies: 3
- Views: 976
Re: Leader unit not obeying [avoid] tag
[avoid]...A location for the AI to avoid moving to. The AI will never move a unit to this location except for trying to move its leader to a keep. How did I miss that???? :doh: What exactly is the desired behavior? Should the leader contribute to opportunistic attacks or just sit there passively? D...
- September 27th, 2011, 2:02 am
- Forum: WML Workshop
- Topic: Making a unit "unhealable"
- Replies: 10
- Views: 2767
Re: Making a unit "unhealable"
Try using the {MODIFY_UNIT} macro to set it's max moves to 0 when it appears.
- September 24th, 2011, 4:46 pm
- Forum: WML Workshop
- Topic: Leader unit not obeying [avoid] tag
- Replies: 3
- Views: 976
Leader unit not obeying [avoid] tag
So I've been building a scenario where, if the player makes it to an enemy leader's castle, he runs a short distance (past an easily-defended chokepoint), gets some reinforcements, and stays there for the rest of the scenario. The idea is that he stays behind the easily-defended chokepoint with his ...
- August 27th, 2011, 3:23 am
- Forum: Strategies & Tips
- Topic: EI: The Outpost (Royal Guard)
- Replies: 9
- Views: 3978
Re: EI: The Outpost (Royal Guard)
Are you sure? There's nothing in either the code or changelog to suggest that's the case. Maybe you got lucky?Maiklas3000 wrote:Are you playing under 1.9? It's harder under 1.9 than 1.8. I beat it under 1.8 (on the hardest difficulty with no save-loads), but I failed under 1.9.
- August 22nd, 2011, 8:07 pm
- Forum: WML Workshop
- Topic: Changing unit type of a Leader?
- Replies: 19
- Views: 3764
Re: Changing unit type of a Leader?
I'm not entirely sure how, but this code intended to get rid of all traits (especially undead) managed to duplicate them :hmm: [store_unit] [filter] side={SIDE} canrecruit=yes [/filter] variable=leader kill=yes [/store_unit] {CLEAR_VARIABLE leader.modifications.trait.id} {CLEAR_VARIABLE leader.modif...
- August 22nd, 2011, 1:01 am
- Forum: WML Workshop
- Topic: Changing unit type of a Leader?
- Replies: 19
- Views: 3764
Re: Changing unit type of a Leader?
I have a new question, related to my previous one: How can I remove the undead trait, or at least its effects? Transforming a unit doesn't remove any of its traits, including the undead trait, and I can't find anything on the wiki about removing traits. I tried adding a different trait that added so...