Search found 2444 matches

by Celtic_Minstrel
June 8th, 2026, 2:08 am
Forum: WML Workshop
Topic: attack→movement_used query
Replies: 15
Views: 227

Re: attack→movement_used query

I think the enter_hex approach might work, though I'm not sure of the exact point where move points are removed, but you could figure it out. It sounds pretty complicated, but I doubt it would have a major effect on gameplay – yes, it'll be triggering a lot, but as long as you make sure to keep the ...
by Celtic_Minstrel
June 7th, 2026, 2:55 pm
Forum: WML Workshop
Topic: attack→movement_used query
Replies: 15
Views: 227

Re: attack→movement_used query

If you want the unit to be able to move, attack, and move again, maybe it needs to be a skirmisher. But setting movement_used to 0 could also mean that the unit can start next to an enemy, attack them, and move away – even if it's not a skirmisher.

For the actual effect you want, it's probably ...
by Celtic_Minstrel
May 21st, 2026, 11:52 pm
Forum: WML Workshop
Topic: Effect query
Replies: 4
Views: 102

Re: Effect query

I said [object] because that's the most obvious way, but in fact both [trait] and [advancement] will also work just as well. In other words – wrap them in [advancement] for your testing (or even just drop the entire advancement tag, which would usually be defined by a macro, into the [modify_unit ...
by Celtic_Minstrel
May 21st, 2026, 3:06 pm
Forum: WML Workshop
Topic: Effect query
Replies: 4
Views: 102

Re: Effect query

That's expected. Applying an effect in [modify_unit] is a "temporary" change that will be reverted when the unit is rebuilt. And the unit will be rebuilt when the variation is changed. If you want the effects to persist, you need to wrap them in an [object].
by Celtic_Minstrel
May 11th, 2026, 2:44 pm
Forum: WML Workshop
Topic: Checking the feasibility of a complex Custom Project
Replies: 7
Views: 167

Re: Checking the feasibility of a complex Custom Project

Nearly all of what you want is probably possible without modifying the engine, except for points 1-3… which, I presume, are the most important points. Though as Ravana says you miiight be able to manage that with a bot, that would basically mean anyone can pop in and submit a command – though you ...
by Celtic_Minstrel
May 3rd, 2026, 11:03 pm
Forum: WML Workshop
Topic: AI in add-ons
Replies: 6
Views: 159

Re: AI in add-ons

I'm not 100% sure if there's an official policy on this, so take my words with a grain of salt.

I think the policy is roughly "no output from an AI may be uploaded". This implies to me that (for example) asking the AI what's wrong with your code may be acceptable, as long as you wrote the actual ...
by Celtic_Minstrel
April 17th, 2026, 1:40 am
Forum: WML Workshop
Topic: Prevent Map is revealed on Player defeat
Replies: 2
Views: 60

Re: Prevent Map is revealed on Player defeat

I think you can only disable revealing the map with an explicit defeat, not with default defeat conditions.

In short: assuming you want the player to be defeated when any leader dies, adding the following to your scenario should work:

[side]
side=1
defeat_condition=never # disable default ...
by Celtic_Minstrel
April 15th, 2026, 10:06 pm
Forum: WML Workshop
Topic: Quick syntax question(s).
Replies: 3
Views: 126

Re: Quick syntax question(s).

I'm not sure what you mean by "override/supersede" or what "[avoid] [ai]" is supposed to be (perhaps you meant "[ai] [avoid]"), but… the simple attack AI does not take [avoid] into account at all. It ignores most other aspects too, like aggression.
by Celtic_Minstrel
April 12th, 2026, 3:11 pm
Forum: WML Workshop
Topic: Quick syntax question(s).
Replies: 3
Views: 126

Re: Quick syntax question(s).

Looks correct to me, as long as corner_skeleton_quota has a value.
by Celtic_Minstrel
April 12th, 2026, 3:09 pm
Forum: WML Workshop
Topic: Changing recruitment with [modify_ai].
Replies: 14
Views: 325

Re: Changing recruitment with [modify_ai].

That's strange; it feels like it could actually be a bug.

Just checking, but… in that example, you've opened inspect immediately after starting the scenario? I just want to make sure there's no other code that might be intervening to add blocker=yes.
by Celtic_Minstrel
March 22nd, 2026, 2:49 pm
Forum: WML Workshop
Topic: Getting Lich recruitment animation to work.
Replies: 4
Views: 108

Re: Getting Lich recruitment animation to work.

Seems like the key issue is that the recruiting animation requires a second unit, but the [animate_unit] tag offers no way to provide one that's not on the map? The Lua API underlying [animate_unit] could probably work by passing in a temporary unit, but the WML tag designates the unit by a filter ...
by Celtic_Minstrel
February 16th, 2026, 9:44 pm
Forum: WML Workshop
Topic: effect → apply_to=type
Replies: 6
Views: 157

Re: effect → apply_to=type

Although advances_to can indeed be placed inside [unit], it's one of those things that could be randomly overwritten when the unit is "rebuilt". I'd recommend instead using [effect]apply_to=remove_advancement and/or [effect]apply_to=new_advancement.
by Celtic_Minstrel
February 15th, 2026, 3:19 pm
Forum: WML Workshop
Topic: effect → apply_to=type
Replies: 6
Views: 157

Re: effect → apply_to=type

Why?

Can't you get the same effect just by adding that unit to advances_to? Why use an effect?
by Celtic_Minstrel
February 11th, 2026, 2:21 pm
Forum: WML Workshop
Topic: Removing attacks from unit variation.
Replies: 26
Views: 776

Re: Removing attacks from unit variation.

Yes, every unit has a standing animation, because one is synthesized if you don't explicitly define one. That's not the case for an idling animation.
by Celtic_Minstrel
February 11th, 2026, 5:10 am
Forum: WML Workshop
Topic: Removing attacks from unit variation.
Replies: 26
Views: 776

Re: Removing attacks from unit variation.

Actually, I doubt it works for the idling animation either (unless the unit didn't have an idling animation to begin with).

As I mentioned previously, that only adds a new animation. It doesn't remove the old animation. And the way the animation system works is that it collects all the possible ...