Search found 148 matches

by vghetto
May 29th, 2020, 5:03 am
Forum: WML Workshop
Topic: Questions about AI healer_support, zone_guardian and Retreat CA
Replies: 0
Views: 77

Questions about AI healer_support, zone_guardian and Retreat CA

Hi, I have an allied AI side with no leaders (side 9). This side is controlled by a couple of mirco_ais, mainly zone_guardian and healer_support. The zone that the AI protects is the radius around the human player units (side 1), and it's own units (side 9). When there isn't any enemy around, then s...
by vghetto
May 29th, 2020, 3:56 am
Forum: WML Workshop
Topic: experimental_ai and extra_recruit
Replies: 2
Views: 707

Re: experimental_ai and extra_recruit

Thanks for taking the time in explaining it. The following sentence from the wiki makes more sense now. "We are, however, currently working on adapting the Experimental AI's recruiting to work in more general settings (mostly this means with more than one leader), after which there will be a choice ...
by vghetto
May 25th, 2020, 12:45 pm
Forum: WML Workshop
Topic: experimental_ai and extra_recruit
Replies: 2
Views: 707

experimental_ai and extra_recruit

Hi,

When experimental_ai is enabled for a side, then that side won't recruit from the types defined with extra_recruit.

please, see attached demo.

This is wesnoth 1.14.12

Edit: Please let me know if this is a known or unknown bug so I can put it up on github.
by vghetto
May 25th, 2020, 9:38 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

Sorry about that, I'll revert back the ai in 1.2.64 which I will upload shortly. FWIW, I got these errors when I clicked on end turn using weewah latest attached save file. WF git revision ee87b9f Battle for Wesnoth v1.14.12 (730da2be58b-Clean) Started on Mon May 25 09:27:25 2020 MESA-LOADER: failed...
by vghetto
May 24th, 2020, 10:01 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

Fixed some bugs in the market and added some more artifacts. Please update to latest version if anyone intends to test the market code. @OTna, since dwarves are more frequent, maybe we can add killing/capturing them to some quests? Why can't the second quest be fighting/capturing dwarves directly? I...
by vghetto
May 23rd, 2020, 11:46 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

Hey thank you for the new replays, I'll hold off uploading the new version until I've seen the replays in case I spot anything else that requires changing. In the upcoming version, we'll have the markets of sorts. Caravans will come from the edge of the map heading towards the windmill. They will be...
by vghetto
May 22nd, 2020, 12:37 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

These were so cool and fun to watch! Funny at times :) Some notes: * I don't think the shared vision would be popular, imagine watching them trudge back and forth in the snow, that would be painful and slow. * Ruffians are chaotic, toggling off the lighthouse at night might be more useful in that ca...
by vghetto
May 20th, 2020, 10:11 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

1.2.61 uploaded, it fixes the bugs mentioned (stand down, illuminate, first strike, dunefolk) I completely forgot to implement the dunefolk summoning, that's why you got loyalists as fallback. lol The illuminate bug is fixed but it won't show on existing saves. Added ogres as an alt to orcs. Added c...
by vghetto
May 19th, 2020, 10:08 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

1.2.60 uploaded. Like elves, Dwarves will spawn from the east when hills/mountains are destroyed. expect a huge batch to spawn on existing saves :) @weewah I just saw your post, i'll address these issues in the next upload. When you summoned using the lighthouse, what did the lighthouse message say?...
by vghetto
May 19th, 2020, 11:04 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 370
Views: 107287

Re: World Conquest II

Code: Select all

./utils/map/postgeneration/2E_Paradise.cfg:			find_in=bounus.point
Typo, should have been bonus.point I think.
by vghetto
May 18th, 2020, 3:11 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

I updated to version 1.2.49 and have some feedback. Thank you for this feedback. In general, if the upload changes the last number 1.2. 49 , then it is considered safe to update WF without having to start a new campaign. But when the middle number changes, 1. 2 .49 then it will mean it is incompati...
by vghetto
May 14th, 2020, 9:32 am
Forum: WML Workshop
Topic: reference of last unit created
Replies: 1
Views: 137

reference of last unit created

Hi, I'm wondering how can I get the reference .id of the last unit created with [unit] ? I want that unit to say something without giving it an explicit ID or role, because there could be more of them later on. The location of the created unit is not always guaranteed, so can't use $x1,$y1 for that....
by vghetto
May 10th, 2020, 8:24 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 102
Views: 9907

Re: WF - Wild Frontiers [SP Campaign]

I'm so sorry about those bugs. What you found were actually 2 bugs. Peasant Workers didn't build on embellished water and destroying bridges created water. Both of them will be fixed in the next upload. The update won't add the ability to bring back water under a dried up bridge though. That should ...
by vghetto
May 10th, 2020, 8:06 am
Forum: Technical Support
Topic: Abort on Custom Maps
Replies: 6
Views: 281

Re: Abort on Custom Maps

@Pentarctagon
I'll compile and test on the 1.14.11+dev version tomorrow. Thank you.
I'll leave it to compile overnight. I have a slow computer.
by vghetto
May 9th, 2020, 2:45 pm
Forum: Technical Support
Topic: Abort on Custom Maps
Replies: 6
Views: 281

Re: Abort on Custom Maps

For clarification, I didn't get a listing of the maps. It just quit suddenly as soon as I selected the Custom Maps drop down menu. (I did have another map in the folder which was the recently uploaded map by nop) At most it should have shown a dialog similar to the 'Failed to load scenario' dialog a...