WesPets

Discussion and development of scenarios and campaigns for the game.

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Exasperation
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Joined: June 8th, 2006, 3:25 am

Re: WesPets

Post by Exasperation »

Your starting critter in a new game doesn't have a color mod unless you steal a color from another critter - if you check its code, there's no color code at the end. I think that when you breed it with another critter, if the no-mod critter is chosen as the source of the child's color mod it causes the crash. And, of course, if you copy the no-mod critter and breed the copy with the original you'll always get a no-mod parent picked as the source of the color.
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Turuk
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Re: WesPets

Post by Turuk »

I never fail to be amazed by what people think up on these forums anymore.
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UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
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Gambit
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Re: WesPets

Post by Gambit »

I tested with copies and it worked though.
Thank you turuk :) (assuming here that that is a compliment)

Edit: The initial creatures color_mod is set.

Code: Select all

[unit]
type=Pet
side=1
x=50
y=50
generate_name=yes
[/unit]
[store_unit]
[filter]
x=50
y=50
[/filter]
variable=coded
mode=replace
[/store_unit]
{VARIABLE coded.color_mod $coded.side}
[unstore_unit]
variable=coded
[/unstore_unit]
Also, while on a bike ride I came up with a way to randomly encrpyt each unit. It will make the code 9 digits longer but it'll be worth it. As you pointed out SynErr the current system rewards code hackers more than people who actually play.
tsr
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Re: WesPets

Post by tsr »

Bugs, bugs, bugs:

- if you rightclick any of your units and choose copy a new copied unit appears just north of it. If you do it several times you can fill the map (getting past cave-walls with leaving copied units in them) with copies of your unit. I dont know yet if this is of any advantage, but still... (One disadvantage is that your gold goes down the drain!)
- I think I as a player should get informed (possibly by taking off the shroud in the cave, and putting down labels)) what path leads to where, its no fun anyway exploring that (especially considering the time you have to wait between turns)

Ok, I will test more later...

/tsr
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Gambit
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Re: WesPets

Post by Gambit »

Gambit wrote:Alright. Use the copy command to quickly get over to the breeding caves.
It won't be there in the final game but it comes in massive handy for debugging :)
I have made it so you can move forever inside the nexus and the breeding caves.
And I made all units loyal.

I've also placed some more emphasis on exploration as only one teleporter in the nexus starts out usable. The rest must be unlocked by finding them outside.

The codes are also encrypted now :)
Sample:
WLYVIOZHTN,Verkan,O,Y,V,NO,O,I,TY,I,TY,N,VY,L,ffffff
Boucman
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Re: WesPets

Post by Boucman »

quick trick from wesband : petrify all AI that are not visible (under fog, too far away...) the AI don't look at these and it will make AI turns much faster

under 1.7 you can probably do more advance things to skip specific units in AI thinking, contact Crab_ on IRC to know more about that

(and porting to 1.7 is a good idea at this point)
Fight key loggers: write some perl using vim
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Gambit
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Re: WesPets

Post by Gambit »

I kind of abandoned this project a long time ago... but thank you for the tip.
It was just supposed to show that WML file I/O would be very useful and give an example of Wesnoth persistance.

I'm assuming you got here from my Art Workshop thread. I only linked here because this is where I explained that the [effect] tag can be used to apply new colors to units and how I did it randomly.

Yesterday while working on the new spaceship thing I realized what an idiot I was typing 0 to 255 in hexadecimal when you can just use rand 0..255 :augh:
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