Search found 1184 matches

by mattsc
May 2nd, 2021, 2:25 am
Forum: Scenario & Campaign Development
Topic: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server
Replies: 298
Views: 91414

Re: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Thanks. I'll fix those when I port Grnk to 1.16, assuming they are present there also. I am probably not going to update the campaign for 1.14 any more and, as another UMC author explained much more eloquently than I could very recently, I am not going to bother with making a version that works in b...
by mattsc
April 28th, 2021, 2:44 pm
Forum: Technical Support
Topic: Choosing less common languages
Replies: 7
Views: 895

Re: Choosing less common languages

On a Mac, open a terminal. For example the one in /Applications/Utilities. Then type:

cd /Applications/The\ Battle\ for\ Wesnoth.app/Contents/MacOS/
./The\ Battle\ for\ Wesnoth --all-translations
by mattsc
March 3rd, 2021, 1:43 am
Forum: Technical Support
Topic: Game crashes on launch (MacOS)
Replies: 10
Views: 1187

Re: Game crashes on launch (MacOS)

No worries, I'm glad to hear that that worked. There are a whole bunch of reasons why this might have happened, and it's probably impossible to figure out after the fact. You may now also be able to leave fullscreen mode, resize the window, and then use it in windowed mode again (as long as it's not...
by mattsc
March 3rd, 2021, 1:28 am
Forum: Technical Support
Topic: Game crashes on launch (MacOS)
Replies: 10
Views: 1187

Re: Game crashes on launch (MacOS)

No, no editing. Just open a terminal (e.g. from Applications -> Utilities -> Terminal) and then enter those two commands.

I thought that's what you had done to get the log in the first place. Apologies if I misunderstood.
by mattsc
March 3rd, 2021, 12:22 am
Forum: Technical Support
Topic: Game crashes on launch (MacOS)
Replies: 10
Views: 1187

Re: Game crashes on launch (MacOS)

One thing to try, given the error message, might be to start Wesnoth from the command line in full screen mode. For some reason Wesnoth seems to remember a window size for you that appears too small to open one of the dialogs. Repeat the same two steps you used to get the log, with a minor change (t...
by mattsc
February 27th, 2021, 5:15 pm
Forum: Users’ Forum
Topic: Wounded and Running Away
Replies: 11
Views: 1286

Re: Wounded and Running Away

I finally got around to dealing with this and have created a pull request with the suggested fixes to the retreating behavior. The default behavior is different and there are now two additional AI aspects with which the retreat behavior can be customized, retreat_factor and retreat_enemy_weight . Yo...
by mattsc
February 6th, 2021, 10:17 pm
Forum: Lua Labs
Topic: Lua function not being accepted
Replies: 4
Views: 1015

Re: Lua function not being accepted

In principle it should work in a prestart event, I think, but then it will be lost if you start from a not-start-of-scenario save.
by mattsc
February 6th, 2021, 7:11 pm
Forum: Lua Labs
Topic: Lua function not being accepted
Replies: 4
Views: 1015

Re: Lua function not being accepted

Where did you put the [lua] tag? In the Simple Attack MAI test scenario (which is where the code example on the wiki comes from) it's in a preload event.
by mattsc
February 6th, 2021, 5:49 pm
Forum: Coder’s Corner
Topic: External AI control
Replies: 8
Views: 3894

Re: External AI control

There are at least 3 ideas of how to connect with an external AI listed here. But which one is the easiest/best? Are these methods still viable? Will they work in future Wesnoth versions? All of these methods should still work, and continue to work with future versions. As for which one to use, tha...
by mattsc
December 18th, 2020, 4:10 pm
Forum: Users’ Forum
Topic: Wounded and Running Away
Replies: 11
Views: 1286

Re: Wounded and Running Away

First, sorry for taking so long to reply, I've been away for quite some time. I'm still not fully back and don't know when, or even if, that is going to happen, so any non-trivial progress might be slow. Second, just for the record, you can still use the 1.14 AI in MP (in the computer player selecti...
by mattsc
December 3rd, 2020, 1:40 am
Forum: A Tale of Two Brothers
Topic: Scenario 2: The Chase
Replies: 60
Views: 33672

Re: Scenario 2: The Chase

Lord-Knightmare wrote: November 26th, 2020, 11:36 am 7. Fix the Lua Error I reported.
This is now fixed in bf3cdeb1. Thanks for reporting.
by mattsc
November 13th, 2020, 11:31 pm
Forum: Scenario & Campaign Development
Topic: Marbus’s Escape
Replies: 24
Views: 2130

Re: Marbus’s Escape

Konrad2 is very polite in not mentioning who his anonymous helper is, so I'll own up to it. You can direct the blame my way. ;-) I have in the meantime checked out the situation and can confirm that the retreating candidate action is most likely what causes this behavior in 1.15. So removing the CA ...
by mattsc
November 13th, 2020, 10:48 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.6
Replies: 10
Views: 2981

Re: Wesnoth 1.15.6

That should be possible to do, since it'd essentially mean the AI should highly prioritize units that are about to level up rather than avoid them, but I'd need to ask mattsc to know for sure. Units about to level up are already prioritized by the high_xp_attack candidate action. We need to find ou...
by mattsc
October 18th, 2020, 3:46 pm
Forum: WML Workshop
Topic: Making the AI faster
Replies: 8
Views: 512

Re: Making the AI faster

If the Fast MAI is enabled, you should see the following in the AI Component Structure inspect dialog for the side (scroll down to the bottom). Note the three candidate actions starting with "mai_fast_".
by mattsc
October 2nd, 2020, 11:10 pm
Forum: Technical Support
Topic: spammed with error messages
Replies: 9
Views: 1513

Re: spammed with error messages

Really quick update: Pentarctagon did the bisecting, and gfgtdf fixed the bug in this commit. The error was only triggered when it was an AI side attacking another AI side and when the unit leveling up was the defender, that's why it was hard to track down.