Search found 922 matches
- January 4th, 2019, 9:45 pm
- Forum: WML Workshop
- Topic: [micro_ai] slow
- Replies: 75
- Views: 24616
Re: [micro_ai] slow
Would it be easier just to create another side that is on the same team as you and is controlled by the ai? Or are you planning on using all 9 sides? I think for your specific case it would make more sense to place the caravans on a separate allied AI-controlled side. I'm pretty sure no AI is run f...
- January 4th, 2019, 1:10 am
- Forum: WML Workshop
- Topic: [micro_ai] slow
- Replies: 75
- Views: 24616
Re: [micro_ai] slow
mattsc, a naive question.. is there any micro_ai for a human controlled side? like kind of what you see in games under "goto"... like you specify unit a goal on map and he would perform the goto action to that goal each turn (while side is controlled with human player, not AI) I just think...
- January 3rd, 2019, 12:07 am
- Forum: Scenario & Campaign Development
- Topic: Desert Traders [1.12 SP scenario]
- Replies: 19
- Views: 5989
Re: Desert Traders [1.12 SP scenario]
I don't know what's up with trolls, they should have 1/4 of probability to appear once one of the central routes are opened, but from your replay it seems that they are spawned every single turn. If it's a bug, I can't find it, and didn't remember a similar problem in other replays. hi, sorry i hav...
- December 31st, 2018, 3:35 pm
- Forum: Technical Support
- Topic: Finding add-on data in files
- Replies: 4
- Views: 2286
Re: Finding add-on data in files
If anyone can help me out, it'd be much appreciated. in windows 7, addons in 1.12 were here: C:\Users\Admin\AppData\Local\VirtualStore\Program Files (x86)\Battle for Wesnoth 1.12.2\userdata\data\add-ons in windows 7, addons in 1.14 are here: C:\Users\Admin\Documents\My Games\Wesnoth1.14\data\add-on...
- December 30th, 2018, 2:22 pm
- Forum: WML Workshop
- Topic: Animate hidden unit's attack
- Replies: 13
- Views: 2889
- December 29th, 2018, 11:31 pm
- Forum: WML Workshop
- Topic: Animate hidden unit's attack
- Replies: 13
- Views: 2889
Re: Animate hidden unit's attack
wait.. could you tell me why you are hiding the unit at all? because your unit doesnt have the type of attack or? coz I just add the attack in some animation cases and remove it right after attack happened.. ? PS. ah yeah i think i know what you mean.. in this case you could probably add animation t...
- December 29th, 2018, 11:03 pm
- Forum: WML Workshop
- Topic: Animate hidden unit's attack
- Replies: 13
- Views: 2889
Re: Animate hidden unit's attack
nope my code is not for hidden units... I also would want to know a way to animate hidden units.. but not hidden like u did, but hidden via using: [effect] apply_to=image_mod replace="O(0)" [/effect] coz unit animations dont seem to work on that unit anymore.. unless maybe i need to start ...
- December 29th, 2018, 10:46 pm
- Forum: WML Workshop
- Topic: Animate hidden unit's attack
- Replies: 13
- Views: 2889
Re: Animate hidden unit's attack
sorry for stupid question but have you tried the same code without hiding unit? Make sure the code works at all first.. PS. after you figure out if the problem is with "hidden unit" or with your code, here is a part of my working code for unit animation attack: [animate_unit] flag=attack [...
- December 29th, 2018, 3:31 pm
- Forum: Writers’ Forum
- Topic: Are Dunefolk human?
- Replies: 22
- Views: 7506
Re: Are Dunefolk human?
as for me i think the dunefolk faction doesnt exist, they dont have animations.
- December 24th, 2018, 1:10 pm
- Forum: WML Workshop
- Topic: [micro_ai] slow
- Replies: 75
- Views: 24616
Re: [micro_ai] slow
This is now fixed in both 1.14 and master by adding a new option "Keep saved AI" for computer players when reloading a game from the MP Create Game screen. If nothing is selected, this is the default option, which means the game continues with the AI from the save. Thank you very much mat...
- December 14th, 2018, 12:41 am
- Forum: Technical Support
- Topic: switching view between dead sides
- Replies: 3
- Views: 1953
Re: switching view between dead sides
Hi GungHo, I agree with you, it's stupid new way of droiding sides in 1.14, I mentioned it some time ago but received absolute 0 replies.. Im very very surprised that nearly nobody talks about it, as I find the problem really really huge.. but well.. looks like most people don't care. As far as I kn...
- December 10th, 2018, 3:12 pm
- Forum: WML Workshop
- Topic: [micro_ai] slow
- Replies: 75
- Views: 24616
Re: [micro_ai] slow
Thank you very much mattsc, i'm very short on time too, still havent tried a default era test with save-loading.. sorry.. could something like [modify_side] have affect on added the default AI on top of already existing one? I will browse my codes when i get time and see all cases when im messing wi...
- December 6th, 2018, 5:38 pm
- Forum: Lua Labs
- Topic: enclave's Lua thread
- Replies: 226
- Views: 74789
Re: enclave's Lua thread
Hi, I tried to port somebody's else add-on/campaign to 1.14 (from 1.10) and it apparently gives this error message (log): 20181206 17:40:22 error scripting/lua: In function lua_kernel::run(): Lua Error: When executing, Lua runtime error: ~add-ons/Cities_of_the_Frontier/lua/utils.lua:12: attempt to c...
- December 6th, 2018, 5:31 pm
- Forum: Scenario & Campaign Development
- Topic: Cities of the Frontier - now for BfW 1.11
- Replies: 165
- Views: 53719
Re: Cities of the Frontier - now for BfW 1.11
Thank you very much, i will investigate into this

- December 4th, 2018, 11:31 pm
- Forum: Scenario & Campaign Development
- Topic: Cities of the Frontier - now for BfW 1.11
- Replies: 165
- Views: 53719
Re: Cities of the Frontier - now for BfW 1.11
I tested what you uploaded and encountered a fatal problem. The event to take over the data to the next scenario is written with lua, but because the specification is out of date, it is not working properly. It is necessary to rewrite lua or replace with existing WML. so you mean on turn 36 or what...