Search found 167 matches

by BajMic
May 13th, 2026, 6:41 pm
Forum: WML Workshop
Topic: Double delayed variable substitition.
Replies: 5
Views: 65

Re: Double delayed variable substitition.

I already know that changing to delayed_variable_substitution=yes doesn't work.

What is the rationale behind $|this_spot?
by BajMic
May 13th, 2026, 1:28 am
Forum: WML Workshop
Topic: Double delayed variable substitition.
Replies: 5
Views: 65

Double delayed variable substitition.

Hello, I am currently trying to figure out the following macro. It works as intented until "name=side 2 turn $random" event included. However, at "name=side 2 turn refresh" it starts to fail substituting variables. The "current_{DIR}_spots" variable never changes; even though {DIR}_spots does get ...
by BajMic
May 10th, 2026, 3:50 am
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 44
Views: 9044

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Yes. The "Normal" and the "Hardest" difficulties are balanced around the presence/absence of the Dwarven Mayor, your secondary leader. In a sense, these are two alternate universes caused by the difference of one important person. I am designing these scenarios around this feature, as opposed to ...
by BajMic
May 9th, 2026, 2:50 pm
Forum: WML Workshop
Topic: STEAM repost: An Issue for Colour-Blind People
Replies: 1
Views: 42

STEAM repost: An Issue for Colour-Blind People

Hello,

Some user on Steam Forum asked the following question. I don't want to step in on Steam forums before the devs, but perhaps it is worth responding.

Is this possible to do through debug? Is this possible to do via WML, just copying and pasting a line or code or something similarly ...
by BajMic
May 9th, 2026, 2:07 pm
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 44
Views: 9044

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Ok, I see. Thank you WLFobe. I will double check with the forum, as well as the mainline campaigns, to see what is the standard convention for such objective sets, which I assumed was as I did.
by BajMic
May 9th, 2026, 1:59 am
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 44
Views: 9044

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

This is weird. Please check if the following is present when you open the objectives after surviving the first night.
Zrzut ekranu 2026-05-09 035750.png
by BajMic
May 8th, 2026, 11:53 am
Forum: WML Workshop
Topic: Macro suggestions?
Replies: 19
Views: 305

Re: Macro suggestions?

Macros are useful to keep the code shorter, particularly in the case of variables and conditionals.

{VARIABLE gold 50}

is less tiresome than

[set_variable]
name=gold
value=50
[/set_variable]

At some point you will naturally start to gravitate towards using and defining macros wherever you ...
by BajMic
May 6th, 2026, 9:33 pm
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 44
Views: 9044

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Spoiler:
I wouldn't mind if you let me know how was your experience so far. Did you beat the other plotline yet?
by BajMic
May 6th, 2026, 2:59 pm
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 44
Views: 9044

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Hello, WLFobe.

There are two alternative win conditions for the "River Dead". One is more difficult than the other and so they lead to correspondingly challenging branches.

That said, "The Vampire Strikes Back" is the first on my list to be remade, probably soon. Knowing what I know now, I would ...
by BajMic
May 1st, 2026, 2:55 pm
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 44
Views: 9044

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Hello,

After a long break comprising 2 jobs, 3 countries and 1 start-up, I was finally able to somewhat stabilize my life and resume work on the campaign.

Behold the promised campaign - multiple storylines with endings. I will keep expanding this campaign - I have plans for at least 5 new ...
by BajMic
April 14th, 2026, 2:57 am
Forum: WML Workshop
Topic: Quick syntax question(s).
Replies: 3
Views: 98

Re: Quick syntax question(s).

Thank you, Celtic_Minstel. I have another question - does the "simple attack" [micro_ai] override/supersede [avoid] [ai]?

My experiences show that this would be the case.
by BajMic
April 13th, 2026, 6:00 pm
Forum: WML Workshop
Topic: Changing recruitment with [modify_ai].
Replies: 14
Views: 313

Re: Changing recruitment with [modify_ai].

Hello,

Thank you, I checked the :inspect above at the start of the first turn. When I fixed "leader" to "leader_id", the problem persisted.

The problem persists in my current solution, where I am activating each leader separately at different times with the three blocks below:

[modify_unit ...
by BajMic
April 12th, 2026, 2:12 pm
Forum: WML Workshop
Topic: Quick syntax question(s).
Replies: 3
Views: 98

Quick syntax question(s).

Hello. Sometimes I need to double check some stuff to rule out false-positives during testing. Please excuse me if this is somewhere in the wiki, I couldn't actually find it.

My first question is - is this correct syntax for my [if] clause?

[have_unit]
type=Skeleton
count=$corner_skeleton ...
by BajMic
April 11th, 2026, 9:23 pm
Forum: WML Workshop
Topic: Changing recruitment with [modify_ai].
Replies: 14
Views: 313

Re: Changing recruitment with [modify_ai].

Hello,

Now I am stuggling with something completely different. Namely - all my AI recruitment instructions come with "blocker=yes" even if I explicitly set it to "no". I have been doing so many code gymnastics, somehow it always sets to "blocker=yes" no matter what and where I do. Can someone ...
by BajMic
April 5th, 2026, 1:01 am
Forum: WML Workshop
Topic: Extra feature giveaway.
Replies: 3
Views: 133

Re: Extra feature giveaway.

Haha, thanks for the replies.

I am always trying to come up with extra decisions that the player could make. Lining the shore up with washed-out fish carcass that can come back to life (or be stomped to death) could entice more strategic movement from the player, without necessarily introducing ...