Colour vs Color
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Colour vs Color
Not really a WML question, but a comment.
Is there a reason that the way to set the side's color is colour=, not color=?
IIRC, the game is written in American English, not British English. At least the strings are - that's why we're supposed to say Scepter, not Sceptre.
Is there a reason that the way to set the side's color is colour=, not color=?
IIRC, the game is written in American English, not British English. At least the strings are - that's why we're supposed to say Scepter, not Sceptre.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
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Re: Colour vs Color
It comes down to the history of who coded it, and the lack of motivation to make such a small change that would invalidate a lot of WML.turin wrote:Not really a WML question, but a comment.
Is there a reason that the way to set the side's color is colour=, not color=?
IIRC, the game is written in American English, not British English. At least the strings are - that's why we're supposed to say Scepter, not Sceptre.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
That's what I suspected.. but it was bugging me. I wasn't 100% certain that it wasn't a typo on the wiki, and color= was really the right one.
On a different note, I saw this statement on the wiki:
Is this still true? If so, is the reason difficulty of coding, lack of desirability.. what? And, if it is still true, is there any other way to have the AI avoid a certain unit?
On a different note, I saw this statement on the wiki:
(emphasis mine)* [avoid] Makes the AI avoid a specific location or unit.
o x, y standard coordinates- A location for the AI to avoid moving to. The AI will never move a unit to this location except for trying to move its leader to a keep.
o standard unit filter- A set of units for the AI to avoid moving to. This feature is currently not implemented.
Is this still true? If so, is the reason difficulty of coding, lack of desirability.. what? And, if it is still true, is there any other way to have the AI avoid a certain unit?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
-
- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
I believe that this is still true. It is one of the things that I want to fix in the seemingly perpetually delayed dfool AI.turin wrote:That's what I suspected.. but it was bugging me. I wasn't 100% certain that it wasn't a typo on the wiki, and color= was really the right one.
On a different note, I saw this statement on the wiki:
(emphasis mine)* [avoid] Makes the AI avoid a specific location or unit.
o x, y standard coordinates- A location for the AI to avoid moving to. The AI will never move a unit to this location except for trying to move its leader to a keep.
o standard unit filter- A set of units for the AI to avoid moving to. This feature is currently not implemented.
Is this still true? If so, is the reason difficulty of coding, lack of desirability.. what? And, if it is still true, is there any other way to have the AI avoid a certain unit?
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358