How can I instruct AI not to recruit? A piece of code from Wiki seems not working
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How can I instruct AI not to recruit? A piece of code from Wiki seems not working
https://wiki.wesnoth.org/AI_Recruitment ... structions has some interesting examples of code, one of them is "Don't recruit on turn 4". I tried using this code but it doesn't work for some reason
So I added
to the AI side definition and it didn't work: recruited a full keep immediately, inspect shows no special ai recruit instructions, just default AI.
But if I use this (almost the same code)
it works fine! AI recruits just one unit even if it has gold for more. And inspect shows the instructions.
So it seems number=0 instruction ignored somehow. How then do I instruct AI not to recruit? And maybe we may update the wiki page with a new solution?
So I added
Code: Select all
[ai]
[aspect]
id=recruitment_instructions
[facet]
turns=1-4
[value]
[recruit]
importance=1
number=0
[/recruit]
[/value]
[/facet]
[/aspect]
[/ai]
But if I use this (almost the same code)
Code: Select all
[ai]
[aspect]
id=recruitment_instructions
[facet]
turns=1-4
[value]
[recruit]
importance=1
number=1
[/recruit]
[/value]
[/facet]
[/aspect]
[/ai]
So it seems number=0 instruction ignored somehow. How then do I instruct AI not to recruit? And maybe we may update the wiki page with a new solution?
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
- beetlenaut
- Developer
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Re: How can I instruct AI not to recruit? A piece of code from Wiki seems not working
Is there a reason you need to do it this way? This seems needlessly complex. You could just not define any recruits for the AI, then add them in a turn 4 [event] using [modify_side].
If the point is that you may have discovered a bug, then yes, I would report this on the bug tracker.
If the point is that you may have discovered a bug, then yes, I would report this on the bug tracker.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
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Re: How can I instruct AI not to recruit? A piece of code from Wiki seems not working
You think it's needlessly complex? The scenario in question has a lot of nuanced AI settings, including recruitment_instructions, so I thought disabling and enabling recruitment in events would be an inconsistent approach, instead of adding another recruitment_instruction. But ofc as a workaround I will have to do something of this kind.beetlenaut wrote: ↑January 8th, 2024, 7:13 am Is there a reason you need to do it this way? This seems needlessly complex.
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
MP versions of classical mainline campaigns: UtBS, TRoW, SotA
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II