Search found 793 matches

by A Guy
April 12th, 2021, 7:35 pm
Forum: Users’ Forum
Topic: I'm back, after a very long absence.
Replies: 17
Views: 2496

Re: I'm back, after a very long absence.

I did the new undead campaign. I felt the scenarios could have been more diverse - they generally just involved killing everyone or moving to a point - but I really like the uniqueness of having two leaders, and the flexibility it gives you later in the game. Besides that, most of the maps involve y...
by A Guy
April 11th, 2021, 12:58 am
Forum: Users’ Forum
Topic: I'm back, after a very long absence.
Replies: 17
Views: 2496

Re: I'm back, after a very long absence.

Much appreciate the information.

Guess I'll play around a bit with the campaign, then see what I want to do from there. Maybe some of the new tools will give me some inspiration.
by A Guy
April 10th, 2021, 11:05 pm
Forum: Users’ Forum
Topic: I'm back, after a very long absence.
Replies: 17
Views: 2496

I'm back, after a very long absence.

Hey guys - I was a former scenario developer who's been gone for probably around a decade by now. I am very pleasantly surprised that the community for this game is still active. I'm currently playing the new undead campaign. Seeing another undead campaign pleases me - I have always wanted to expand...
by A Guy
February 1st, 2014, 5:16 am
Forum: WML Workshop
Topic: Goto Micro AI stopping recruiting after first turn
Replies: 2
Views: 1110

Re: Goto Micro AI stopping recruiting after first turn

Ah, interesting. The player has less tiles to recruit from, and most of my test runs of the micro AI were done with minimal recruitment on my part - makes sense now. Thank you.
by A Guy
February 1st, 2014, 4:56 am
Forum: WML Workshop
Topic: Goto Micro AI stopping recruiting after first turn
Replies: 2
Views: 1110

Goto Micro AI stopping recruiting after first turn

An issue I'm having with the goto micro AI - the AI recruits units normally after the first turn, but after the first turn, it doesn't recruit units unless it doesn't have any non-leader units left, and then it recruits just one. I can't c/p the code since my computer has Internet issues ATM, but th...
by A Guy
August 30th, 2013, 4:37 pm
Forum: Users’ Forum
Topic: Too many campaingns have you fighting orcs/undead.
Replies: 98
Views: 23892

Re: Too many campaingns have you fighting orcs/undead.

Ghasts actually eat their victims alive.
by A Guy
August 22nd, 2013, 6:36 pm
Forum: Users’ Forum
Topic: [mainline] Undead trait and healing
Replies: 39
Views: 12230

Re: [mainline] Undead trait and healing

I don't see a mace directly damaging the magic connection.
by A Guy
August 14th, 2013, 8:49 am
Forum: Users’ Forum
Topic: [mainline] Undead trait and healing
Replies: 39
Views: 12230

Re: [mainline] Undead trait and healing

Yes, but it's the complaining that's the deal.
by A Guy
August 14th, 2013, 12:34 am
Forum: Users’ Forum
Topic: [mainline] Undead trait and healing
Replies: 39
Views: 12230

Re: [mainline] Undead trait and healing

Are we seriously complaining that healing *magic* working on *undead* is unrealistic?
by A Guy
August 10th, 2013, 11:28 pm
Forum: Users’ Forum
Topic: Wesnoth and Magic
Replies: 13
Views: 3728

Re: Wesnoth and Magic

Being magical if and of itself does not grant proficiency of magic. Drakes, for example, have magic energy running through their body, but they can't use it for anything but firebreathing.
by A Guy
August 8th, 2013, 6:38 pm
Forum: WML Workshop
Topic: Constant Mutation
Replies: 6
Views: 2296

Re: Constant Mutation

Heindal wrote:I for one don't like the manipulation of traits. You might want to use random abilities instead, as this is far easier to code.
Oh, yeah - that reminds me that changing traits directly hasn't worked for some time now.
by A Guy
August 8th, 2013, 5:30 pm
Forum: Ideas
Topic: Weapon specials with a filter on opponent - 1.11
Replies: 5
Views: 2904

Re: Weapon specials with a filter on opponent - 1.11

On my phone, so can't copy the code right now. The [filter_opponent] filters for units with upkeep=loyal, or canrecruit=yes, or not levels 0,1, or 2. EDIT: Here it is. [chance_to_hit] id=herobane name= _ "herobane" name_inactive= description= _ "Against loyal units, leaders, or high-l...
by A Guy
August 8th, 2013, 4:05 pm
Forum: Ideas
Topic: Weapon specials with a filter on opponent - 1.11
Replies: 5
Views: 2904

Re: Weapon specials with a filter on opponent - 1.11

At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose t...
by A Guy
August 8th, 2013, 1:33 am
Forum: Ideas
Topic: Weapon specials with a filter on opponent - 1.11
Replies: 5
Views: 2904

Weapon specials with a filter on opponent - 1.11

At the moment, on 1.11.5, weapon specials always show the modified damage if the turn is appropriate for offense or defense. This is a bit misleading for custom weapon specials where boosted attacks/damage is the exception, not the norm (e.g. a weapon with a damage boost against elves.) I propose th...
by A Guy
August 8th, 2013, 12:52 am
Forum: WML Workshop
Topic: Constant Mutation
Replies: 6
Views: 2296

Re: Constant Mutation

[event] name=new turn first_time_only=no [store_unit] [filter] # filter stuff here [/filter] variable=evolving [/store_unit] [set_variables] name=evolving.modifications.trait mode=append [value] #trait stuff here, without [trait] tag [/value] [/set_variables] [unstore_unit] variable=evolving [/unst...