Search found 1188 matches

by Celtic_Minstrel
June 10th, 2018, 3:50 pm
Forum: WML Workshop
Topic: Resistence penetrating special attack
Replies: 6
Views: 862

Re: Resistence penetrating special attack

[affect_adjacent] [filter] [filter_side] [enemy_of] side=$other_unit.side [/enemy_of] [/filter_side] [/filter] [/affect_adjacent] [filter]: a StandardUnitFilter. (Version 1.13.2 and later only) The variable $other_unit refers to the unit owning the ability. it's strange that other_unit refers to un...
by Celtic_Minstrel
June 4th, 2018, 12:11 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 11677

Re: Default+Dunefolk era balance

Um. I'm pretty sure you can do that without weapon specials, just make the unit fearless. If you want to make it fearless without displaying it in the sidebar you can use an object: [object] [effect] apply_to=fearless [/effect] [/object] (For the record, that will also work for healthy and loyal.) I...
by Celtic_Minstrel
June 3rd, 2018, 7:10 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 11677

Re: Default+Dunefolk era balance

Yes. I'm not entirely convinced on that PR, but the general concept is something that I'd like to see happen (my last comment there outlines what I'd consider to be intuitive, if I recall correctly). I'd also considered mixing the spirit of that PR with the idea of 2669 , in other words reimplementi...
by Celtic_Minstrel
June 3rd, 2018, 2:42 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 11677

Re: Default+Dunefolk era balance

The above incident also really drove home the flimsiness of the Falcons. Since it was a larger 1v1 random map (a desert, at that), I'd created a couple falcons to grab villages early. They never got a chance to put up a fight. Saurian Skirmishers and Drake Gliders ate them alive. For their price, t...
by Celtic_Minstrel
June 2nd, 2018, 3:03 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 11677

Re: Default+Dunefolk era balance

Just for the record, although I am more or less following this thread, it would be great if someone could at some point gather any balance proposals into one place so that the dev team doesn't have to search through the whole latter half of the thread whenever they get around to implementing the cha...
by Celtic_Minstrel
June 2nd, 2018, 12:12 am
Forum: Ideas
Topic: [mainline] Voice acting ?
Replies: 121
Views: 18386

Re: [mainline] Voice acting ?

In fact voiceovers are currently played as a sound effect anchored on the unit's location, so yes, they will be controlled by the sound effects volume slider. This is an implementation detail which could change in a later release, so don't rely on it. Adding a separate volume slider for dialogue sou...
by Celtic_Minstrel
May 29th, 2018, 4:08 am
Forum: WML Workshop
Topic: Unit canrecruit=false
Replies: 5
Views: 827

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

Well, false and absent are essentially the same, aren't they? Though I'm not certain whether boolean_equals counts a missing key as false. It sounds like this might be a result of the optimization for save files? I seem to recall someone did an optimization to leave redundant keys (keys that are set...
by Celtic_Minstrel
May 29th, 2018, 12:43 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 55
Views: 5155

Re: [micro_ai] slow

or use formula="moves > 0" No. Like Ravana said, formula cannot be used in filter_wml . I was quite sure that moves are inside filter_wml... Yes, moves is in filter_wml, but formula is not. (since filter_wml variables dont let me use coma separated list, or rather it doesnt work with range=2,3,4,5,...
by Celtic_Minstrel
May 27th, 2018, 10:50 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 55
Views: 5155

Re: [micro_ai] slow

Having said that, this is entirely about speeding up the evaluation, it has nothing to do with excluding units with zero moves left. Eliminating units without MP is always done (click on the link in the block of text you quoted) as this is the Goto MAI. There's no point in keeping units without MP ...
by Celtic_Minstrel
May 27th, 2018, 6:19 pm
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 55
Views: 5155

Re: [micro_ai] slow

The unit filter uses the ai_helper function get_units_with_moves which applies the filter first, and then sorts out units that have no moves left. And there's a good reason for that. Filtering for MP is slow (because 'moves' is not a key that can be used directly in SUFs), so it gets separated out....
by Celtic_Minstrel
May 27th, 2018, 4:44 pm
Forum: WML Workshop
Topic: Quick way to decide if a WML variable is numeric?
Replies: 5
Views: 839

Re: Quick way to decide if a WML variable is numeric?

The only thing I came up with is to [if][variable] cointains="", for each character that is not numeric. Needless to say, this would be a terribly ugly and long solution. It would make more sense to invert this - that is, use contains for each character that is not numeric, then enclose the whole t...
by Celtic_Minstrel
May 27th, 2018, 4:42 pm
Forum: WML Workshop
Topic: Is it possible to specify a time-limit for dialogue options?
Replies: 3
Views: 791

Re: Is it possible to specify a time-limit for dialogue options?

There's currently no way to do this. There used to be a timeout option in [message] but it stopped working a long time ago (before 1.12, maybe even earlier than that), and I think it only worked for messages with no options. It could be brought back, of course, but that's not going to happen in the ...
by Celtic_Minstrel
May 26th, 2018, 1:35 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 55
Views: 5155

Re: [micro_ai] slow

Perhaps what's needed for reducing the filter times is that thing gfgtdf suggested - separating the "compilation" and the evaluation of the filter, so that it can be compiled once and then evaluated many times.

Obviously that won't help for 1.14, though.
by Celtic_Minstrel
May 20th, 2018, 11:49 pm
Forum: WML Workshop
Topic: Factions sorting
Replies: 18
Views: 1519

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

Well, personally I think faction lists really should be sorted in some way, but I don't really have an issue with adding a sorting key (which would be best used for grouping certain factions) and a default key. But neither of those can be done in 1.14.
by Celtic_Minstrel
May 20th, 2018, 8:54 pm
Forum: WML Workshop
Topic: Factions sorting
Replies: 18
Views: 1519

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

Uhh, no. It adds new API, so I don't think it's acceptable for 1.14. Since it is somewhat a regression, it would be acceptable to simply stop sorting them for 1.14. That doesn't change the API at all. And yeah enclave that's literally what I just said, though I'd probably want to use the same key na...