Search found 208 matches
- September 5th, 2013, 3:49 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 121964
Re: Era of High Sorcery
OK, so I was playing a single-player game with a couple of AIs, and I accidentally forgot to set them to random. One of them DID recruit, but the other didn't. The one that did recruit didn't have any picks used, though... Weird. Anyway, I had a thought earlier today: what if there were different le...
- August 10th, 2013, 3:13 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 121964
Re: Era of High Sorcery
Eh, this solution works decently well, anyway. Actually, I could copy in the default eras, then change the leaders to be Red Mage and put in the other support... that would make it pretty close, actually. But it works fine as is... unless you're going to get the AI to use the spells and summons (tha...
- August 9th, 2013, 3:40 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 121964
Re: Era of High Sorcery
I added the defaults because the AI wasn't doing any recruiting, ever.
- August 8th, 2013, 3:39 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 121964
Re: Era of High Sorcery
I've played this era since it was relatively new, dropping out of Wenoth for 6-12 months at a time, but still enjoying this era probably the most of any. Yes, it is awesome. Anyway, I had a suggestion and a couple of comments. Comments first -Devour soul gets just silly good in a long game, especial...
- July 26th, 2010, 10:04 pm
- Forum: Users’ Forum
- Topic: AI in 1.8 a big step back
- Replies: 15
- Views: 4703
Re: AI in 1.8 a big step back
On the other hand, Gryphon rush is a plausible tactic. Not the way the AI uses them... it's more like "gryphon suicide with the occasional kill". It looks scary, and good luck can make it hit hard (especially if you put some units on bad terrain), but the majority of the time, it's not ev...
- July 26th, 2010, 10:00 pm
- Forum: Faction & Era Development
- Topic: Ultima
- Replies: 8
- Views: 1868
Re: Ultima
I would suggest creating an Era that includes what you want, but have it require the eras that it references instead of copying them. That would solve a LOT of problems (and avoid massive data duplication). Even more useful, I would think (and this is really a little off-topic), would be some kind o...
- July 20th, 2010, 5:21 pm
- Forum: Users’ Forum
- Topic: AI in 1.8 a big step back
- Replies: 15
- Views: 4703
Re: AI in 1.8 a big step back
Making the AI better is an ongoing goal. A lot of talented people have dabbled in this area. It's not easy, otherwise we'd already have uber AI. I completely understand that - I'm not contributing on the programming side at all, so I'm really complaining that today's free ice cream isn't as good as...
- July 19th, 2010, 8:28 pm
- Forum: Users’ Forum
- Topic: AI in 1.8 a big step back
- Replies: 15
- Views: 4703
AI in 1.8 a big step back
I've been playing Wesnoth again since 1.8 came out - I really hadn't played much at all since 1.4 (maybe a LITTLE in 1.6), and the AI really seems to be a big step back. Basically, it has a bias towards recruiting the really expensive units, then using them like it uses anything else (Banzai!!!!!!)....
- July 1st, 2010, 3:55 pm
- Forum: Ideas
- Topic: Separation of Movement & Line of Sight
- Replies: 36
- Views: 6815
Re: Separation of Movement & Line of Sight
I have a suggestion for this: Make a "vision cost" tag for terrain for each unit. That is, in the movetype, you define how much movement it costs to move over a given terrain, and, currently, that's also how much it costs to see over that terrain. There could be a "vision only" v...
- June 10th, 2010, 5:24 pm
- Forum: Faction & Era Development
- Topic: Tamers era commentary thread - now with TROLLS
- Replies: 13
- Views: 3608
Re: Tamers era commentary thread - now with TROLLS
Wow, great to have some real interest in my work! I actually have managed to play some Wesnoth in since 1.8 came out, which is nice, but I haven't really dug into the WML at all yet. I've still got all the Tamers stuff, but I never got it fully into a.6 even, so converting to 1.8 seems a bit... daun...
- May 25th, 2010, 3:22 am
- Forum: Multiplayer Development
- Topic: (1.8) 1v1 Campaign: Tug of War v0.4.0
- Replies: 10
- Views: 3900
Re: (1.8) 1v1 Campaign: Tug of War v0.3.6
Hm, you know, I think I did load it from the main menu - I almost never load games at all, really, since I seldom play large maps or anything that lasts too long (just don't have large blocks of time anymore... sigh).
I bet that's it.
I bet that's it.
- May 23rd, 2010, 5:18 pm
- Forum: Multiplayer Development
- Topic: (1.8) 1v1 Campaign: Tug of War v0.4.0
- Replies: 10
- Views: 3900
Re: (1.8) 1v1 Campaign: Tug of War v0.3.6
I LOVE this idea - I tried to implement something like this back in 1.4 (or maybe 1.2 - haven't played much in a LONG time), using a base scenario by Ken Oh. One thing... I was playing against the computer (haven't had time to try it against a human opponent), and I beat him, then retreated (started...
- November 7th, 2009, 4:37 pm
- Forum: Ideas
- Topic: Adjacency Influenced Abilities
- Replies: 5
- Views: 1493
Re: Adjacency Influenced Abilities
Interesting Circle of Power ideas: At the beginning of the turn, if you have CoP and are completely surrounded by allies, you gain CoP2. If you have CoP2 and are NOT surrounded by allies at the beginning of the turn, you lose CoP2. Might still keep CoP, might not. Lather, Rinse, Repeat as many times...
- November 1st, 2009, 4:05 pm
- Forum: Ideas
- Topic: an old idea, perhaps possible in newer versions
- Replies: 2
- Views: 641
Re: an old idea, perhaps possible in newer versions
That's great to hear! Yeah, Endless War was really great - I got it working for a couple of other eras right before the 1.4 upgrade... Yes, it would take a long time, but I think it could be quite fun - probably 2 player, primarily, of course. I had some ideas on how to make it work (from a game bal...
- November 1st, 2009, 4:42 am
- Forum: Ideas
- Topic: an old idea, perhaps possible in newer versions
- Replies: 2
- Views: 641
an old idea, perhaps possible in newer versions
There was an attempt a major version or two ago (1.2 I think) to produce a multi-player "campaign" where there were 3 maps - if you won on your "home" map, you moved to the middle map, if you won on the middle map, you moved to the other player's "home" map, if you won ...