Search found 1526 matches

by Celtic_Minstrel
November 14th, 2019, 1:46 pm
Forum: Ideas
Topic: Unit Names
Replies: 11
Views: 1256

Re: Unit Names

I disagree on the root premise here. To me the word "man" only requires that the person described is male, not that they're human (though it does require them to be humanoid). I mostly wouldn't change these, though "guardsman" could perhaps change. And its not like there's any confusion about the ra...
by Celtic_Minstrel
November 14th, 2019, 5:58 am
Forum: Coder’s Corner
Topic: Deprecation Messages
Replies: 5
Views: 804

Re: Deprecation Messages

Also, I intend to eventually retire LuaWML page for documenting the Lua API (it would stay around but only document how to use the [lua] tag). The official location for Lua API documentation will be LuaAPI , which while a work-in-progress does at least cover nearly everything that has been renamed. ...
by Celtic_Minstrel
November 14th, 2019, 5:47 am
Forum: Ideas
Topic: Campaign dialog log
Replies: 16
Views: 3908

Re: Campaign dialog log

I also want to point out that some units don't have names – any generic undead unit, for example. I think usually the unit type is substituted in this case. Anyway, this is honestly something that I would consider to be very important. While shoving it to the chat log would probably be acceptable (s...
by Celtic_Minstrel
November 14th, 2019, 4:49 am
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 4
Views: 561

Re: [engine] Extend weapon syntax for multiple weapon type series in same attack

Disadvantages: The attack statistics would be hard to calculate because of the changing damage output. Disadvantage: Attack statistics cannot be calculated, backfiring attacks could be frustrating. I think you're vastly overestimating the difficulty of determining the attack statistics. For the fir...
by Celtic_Minstrel
November 14th, 2019, 4:40 am
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 5
Views: 624

Re: Suggestion for {HIGHLIGHT_IMAGE} macro

I'd rather see the functionality added as a new WML tag rather than extending the macro. I've even implemented it already, so if someone wanted to copy that to mainline, I wouldn't mind.
by Celtic_Minstrel
November 14th, 2019, 4:01 am
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 519

Re: Location-Based Recruit Lists?

I'm pretty sure there isn't a way to do that, unless someone can come up with something weird and clever (but I doubt it).
by Celtic_Minstrel
November 13th, 2019, 4:48 am
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 20
Views: 1210

Re: Removing mainline campaign(s)

I'm pretty loathe to remove something outright, but nemaara does make good points - AOI is very low on plot, but has some interesting things for beginners that could be used as a more advanced tutorial. I'll also add that when I played AOI back in 1.10, I did like the final scenario with the ambush ...
by Celtic_Minstrel
November 12th, 2019, 1:36 am
Forum: Lua Labs
Topic: filtering units by WML variable
Replies: 6
Views: 696

Re: filtering units by WML variable

I'm not sure I fully understand your intention, and if I do understand it, it doesn't sound like a very good design, but… Well, I want to indicate units by WML variables directly (not by filtering an internal variable), Just as by listing a series of ids: As I suspected… I don't think that's a good...
by Celtic_Minstrel
November 11th, 2019, 1:19 pm
Forum: Lua Labs
Topic: filtering units by WML variable
Replies: 6
Views: 696

Re: filtering units by WML variable

I'm not sure I fully understand your intention, and if I do understand it, it doesn't sound like a very good design, but… If your question is "how to match units that have a particular variable set", the answer is indeed [filter_wml] , but the way that works doesn't need a name key. For example, if ...
by Celtic_Minstrel
November 11th, 2019, 1:11 pm
Forum: Lua Labs
Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
Replies: 8
Views: 1334

Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')

If you want to get away from the candidate action framework with separate evaluation and execution, I think what I would suggest is to define a Lua stage instead of a custom candidate action. Then you have full control of the AI logic. You can even let it fall back to the default AI, if you want, by...
by Celtic_Minstrel
November 11th, 2019, 12:30 am
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 345

Re: path finder usage & functioning

The default cost function used by find_path (that is, the function used when you pass a table of options rather than a function) is the same cost function that's used by the game engine itself, as far as I know. To be more specific, it's the "shortest_path_calculator" (that's its name in the C++ cod...
by Celtic_Minstrel
November 10th, 2019, 6:00 pm
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 345

Re: path finder usage & functioning

The pathfinder itself (roughly equivalent to wesnoth.find_path) is implemented in C++, yes. The [find_path] tag is implemented in Lua.

EDIT: The two cost functions you mention look pretty trivial – you could probably just reimplement that logic as a Lua cost function if you wanted it.
by Celtic_Minstrel
November 10th, 2019, 5:01 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 116
Views: 13856

Re: Dunefolk Rework - Base Units

The two on the left are the flamethrower units, right? The revision kinda looks a lot more like a torch… though not enough that I can confidently say it is a torch.
by Celtic_Minstrel
November 10th, 2019, 4:57 am
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 345

Re: path finder usage & functioning

To clarify, I meant to suggest that you should look at that tag's implementation in Lua, rather than the documentation for the tag.
by Celtic_Minstrel
November 8th, 2019, 2:41 am
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 345

Re: path finder usage & functioning

I'm not entirely sure what you're getting at here, but I have two related comments. First, I believe wesnoth.find_path is little more than a vanilla A* algorithm, so you can provide a custom cost function that uses whatever criteria you want to determine how the pathing works; all three of your path...