Search found 2822 matches

by beetlenaut
December 11th, 2023, 6:31 am
Forum: Users’ Forum
Topic: This game is ridiculous
Replies: 10
Views: 4856

Re: This game is ridiculous

.... When patch? What form would you like this patch to take? How would the mechanics change? I'm genuinely curious. Ravana offered you a real solution to fix the problem you mentioned, and you accused him of trolling, so what exactly do you want? Also ridiculous is that upkeep for level 2 is 2 tim...
by beetlenaut
November 18th, 2023, 4:41 am
Forum: WML Workshop
Topic: project #1: help this game
Replies: 8
Views: 2707

Re: using wml to make things better

The mod Shiki mentioned should take care of your second question. In regard to your first question, I'm not sure I understand what you mean. But, if you mean marking the unit that the user has currently selected, then you can't do it with WML. That's mainly because WML cannot detect when a unit is d...
by beetlenaut
November 5th, 2023, 10:47 pm
Forum: WML Workshop
Topic: how to filter terrain groups? (all flat, all deep water etc)
Replies: 3
Views: 3621

Re: how to filter terrain groups? (all flat, all deep water etc)

It doesn't seem to be possible. It might be too late to make a feature request for 1.18, but I'm not sure. However, using terrain codes probably wouldn't be that hard. I think I would just make macros for each type like this: #define T_VILLAGE *^V* #enddef #define T_FLAT G*,R*,I*,Ur*,*^B* #enddef .....
by beetlenaut
September 20th, 2023, 9:05 am
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 33605

Re: dabber's questions: unique object ids

It's shorter than that. It's a while loop that creates objects with IDs made using a formula with concatenate() and replace(). That should be just a few lines.
by beetlenaut
September 19th, 2023, 7:11 pm
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 33605

Re: dabber's questions: unique object ids

by beetlenaut
September 15th, 2023, 11:47 pm
Forum: WML Workshop
Topic: Spawn unit in passable terrains
Replies: 5
Views: 2535

Re: Spawn unit in passable terrains

I don't think you can avoid this, but you could redo the spawn if it's in a bad place. You can use [find_path] to find the distance to a known valid hex (like a village or the leader's position). If $path.hexes = 0, then no path could be found. Use a [while] loop to repeatedly spawn and kill the uni...
by beetlenaut
September 4th, 2023, 3:43 am
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 33605

Re: dabber's questions: contiguous castle

Congratulations to dabber for doing something unique enough that a new bug got uncovered. That bug must have been waiting there two years at least. I guess it does relate to visibility, but I was assuming it wouldn't be an engine bug at this point.
by beetlenaut
September 3rd, 2023, 4:14 am
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 33605

Re: dabber's questions: contiguous castle

If I don't add the movement restricting item, he summons a nice half+ circle around him, but only east... So, if you remove the code you posted above, you have another form of the same problem. That means the bug is not in that code at all! It's somewhere in the code you haven't posted. It certainl...
by beetlenaut
September 1st, 2023, 8:53 pm
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 33605

Re: dabber's questions: contiguous castle

There should be more of them 2 columns left of the big demon leader. Hmm. Yeah, I see what you mean. I do think this method will work in the end. It's usually really hard to find a logic error in 100 lines of someone else's code though, and as I expected, nothing sticks out as obvious. The next thi...
by beetlenaut
September 1st, 2023, 12:56 am
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 33605

Re: dabber's questions: contiguous castle

Why don't you just have the AI go first? It would fill its castle automatically that way. You can use [side] color to keep the player's color the same as it was when the player was side 1.
by beetlenaut
August 9th, 2023, 7:05 am
Forum: WML Workshop
Topic: Scanning area for certain terrain
Replies: 2
Views: 2031

Re: Scanning area for certain terrain

You might need to use radius. I don't think so. I think all you need to do is put the x and y lines into one [store_locations] tag. If I understand correctly, that will store the locations you want. That will store 9 hexes in a 3x3 area. Each location will have an x and y in it. I'm pretty sure the...
by beetlenaut
July 14th, 2023, 5:49 pm
Forum: WML Workshop
Topic: Persistent multi-hex animation query
Replies: 15
Views: 1636

Re: Persistent multi-hex animation query

If this is true, it's actually pretty bad. It would definitely be better if the game ignored all whitespace. I didn't have time to test it before, but now I have, and it's actually not true. It does say so in the multihex terrain tutorial though. Just before the first code block it says: "Bewa...
by beetlenaut
July 13th, 2023, 9:25 pm
Forum: WML Workshop
Topic: Persistent multi-hex animation query
Replies: 15
Views: 1636

Re: Persistent multi-hex animation query

The wiki says spaces are significant (in tile_maps) but I'm not clear why? I'm pretty sure spaces don't matter inside the map. However, the comma at the beginning of a line must be the first character (and that may be true for the anchor character as well). I think that is what the wiki is actually...
by beetlenaut
July 13th, 2023, 7:59 am
Forum: WML Workshop
Topic: Persistent multi-hex animation query
Replies: 15
Views: 1636

Re: Persistent multi-hex animation query

I'm assuming by line the text means: rows (same y or ordinate value) of hexes consisting of either all odd-numbered or all even numbered x (abscissa) values. No, "line" has the normal meaning here: a horizontal line of text. Hopefully, this image will make it clear: [terrain_graphics] map...
by beetlenaut
July 8th, 2023, 7:18 am
Forum: WML Workshop
Topic: how to replace AMLA?
Replies: 7
Views: 819

Re: how to replace AMLA?

I think I already answered that question. If I didn't answer it, I need you to ask a specific question about one part that is difficult. I'm not going to write a whole mod for you. If you can only write a clearer, more complete question in another language, you should try that. There is probably som...