Search found 12 matches

by jeeree
September 27th, 2014, 12:57 am
Forum: WML Workshop
Topic: Immune to Slow
Replies: 1
Views: 910

Immune to Slow

Hi, I am trying to make certain units immune to slow, but i don't think it is built into the game as it is. How can I do it to a specific unit or unit type so that it can't be slowed?
by jeeree
August 24th, 2014, 8:33 pm
Forum: WML Workshop
Topic: AI and tunnels
Replies: 8
Views: 2589

Re: AI and tunnels

There are villages and leaders on the other side, but somehow the AI just refuses to take the tunnel unless something can be attacked in the current turn. I tried to use [goal] tag, but that slows down the ai movement phase significantly (200X200 map with 9 sides, a lot of units)
by jeeree
August 24th, 2014, 7:03 pm
Forum: WML Workshop
Topic: AI and tunnels
Replies: 8
Views: 2589

AI and tunnels

Hi, I made a map with a few tunnels connecting 2 continents. However, it seems like AI isn't very good with tunnels. If there is an attackable target on the other side of the tunnel, the AI uses the tunnel very well and goes through it to attack the target. But if there is nothing to attack through ...
by jeeree
August 11th, 2014, 2:42 am
Forum: WML Workshop
Topic: Random Number of Traits
Replies: 9
Views: 2635

Re: Random Number of Traits

Thanks guys. I finally figured it out. I had to put all the traits into an array and use modify unit to assign traits to each unit created. I could never figure out the debug mode for this game though.
by jeeree
August 9th, 2014, 2:22 pm
Forum: WML Workshop
Topic: Random Number of Traits
Replies: 9
Views: 2635

Re: Random Number of Traits

I was thinking about using prerecruit event, which hopefully generated the unit without applying any of the stat changes. but there doesn't seem to be an easy way to randomly assign traits to a new unit. If I can assign a random trait to any unit recruited, I can set the num_traits=0, and use the {R...
by jeeree
August 9th, 2014, 1:16 pm
Forum: WML Workshop
Topic: Random Number of Traits
Replies: 9
Views: 2635

Re: Random Number of Traits

Thanks for the help. But how do I remove an arbitrary trait? There doesn't seem to be a command for removing just 1 or 2 traits and the trait's effects.
by jeeree
August 9th, 2014, 4:20 am
Forum: WML Workshop
Topic: Random Number of Traits
Replies: 9
Views: 2635

Random Number of Traits

Hi, Is there a way to randomize the number of traits a race can have? I want the units built by a certain race have different numbers of traits. so some units may have only 1 while some may have 3. I tried num_traits={RANDOM 1..3} but it doesn't seem to work. Is it possible? Or is it just using a di...
by jeeree
July 31st, 2014, 10:08 pm
Forum: WML Workshop
Topic: A couple questions regarding to WML coding
Replies: 3
Views: 1257

A couple questions regarding to WML coding

Hi, I am trying to make a new multiplayer map with completely new units and have a few questions regarding to some of the problems I have encountered: 1. Is there anyway to overwrite the default units without having to rename the unit ID? I copied a unit, let's say elvish fighter, into the add-on fo...
by jeeree
July 27th, 2014, 5:11 pm
Forum: WML Workshop
Topic: AI Question
Replies: 6
Views: 2018

Re: AI Question

Thanks for the move. Anyways, it seems like I didn't quite express what I am looking for very well. Basically, I am creating "hero" units that cannot recruit (because otherwise, the ai just have them stand around the keeps and do nothing. Recruiting is done by "castle" units). Th...
by jeeree
July 27th, 2014, 4:05 pm
Forum: WML Workshop
Topic: AI Question
Replies: 6
Views: 2018

Re: AI Question

Ahh, thanks, I didn't know there was a specific section for these type of questions. But back to the question, setting the ai to guardian would prevent the unit moving at all... I guess I still want the unit to move, just that they need to retreat when for example, their hp gets below 1/2 so they wo...
by jeeree
July 27th, 2014, 1:59 pm
Forum: WML Workshop
Topic: AI Question
Replies: 6
Views: 2018

AI Question

Hi, I am new to this game and I am really loving it. But as I am trying to make my own scenario, I ran into an issue that maybe someone can help me with. I am trying to set up caution levels for individual special units (can't recruit), but it doesn't seem like the code recognizes that. Under [side]...
by jeeree
July 22nd, 2014, 2:45 am
Forum: Coder’s Corner
Topic: How does the ai handle multiple units with canrecruit=yes
Replies: 11
Views: 4457

Re: How does the ai handle multiple units with canrecruit=ye

I did the same thing in version 1.10.7 in a multiplayer game, and the result was: the AI had 2 leaders, one stood there and did nothing except for capturing villages within move radius, while the other one did everything. not sure why..