Search found 467 matches

by vghetto
Today, 9:37 pm
Forum: Technical Support
Topic: Ambushed bug? in 1.14+
Replies: 5
Views: 93

Re: Ambushed bug? in 1.14+

The Spearmen are allied with the player and the Wose. So they won't uncover the Wose if they move next to it. The situation arose while I was playing WF. I tried to recreate that segment of the map in the attached demo in the first post. You could try it out for yourself. I thought it looked weird w...
by vghetto
Today, 5:52 pm
Forum: Technical Support
Topic: Ambushed bug? in 1.14+
Replies: 5
Views: 93

Ambushed bug? in 1.14+

Hi,

In the screenshots, moving the mage to the labeled location will ambush him before he gets next to Wose.
I don't know if this would be considered a bug or not.

Attached demo illustrates the issue. It happens in 1.14 and 1.16 beta.
move.png
ambushed.png
by vghetto
Today, 12:34 pm
Forum: Technical Support
Topic: LUA error in THoT-Invaders
Replies: 1
Views: 79

Re: LUA error in THoT-Invaders

Ravana wrote: November 2nd, 2019, 7:51 pm You should use wesnoth.get_locations({T["not"] { T.filter {} } , T["and"] { x = x, y = y, radius = 1, include_borders = false } })
The function needs to exclude the borders.
The fix would apply for:
The_Hammer_of_Thursagan/lua/spawns.lua
Eastern_Invasion/lua/bandits.lua
by vghetto
July 31st, 2021, 2:01 pm
Forum: WML Workshop
Topic: Graziani WML Questions
Replies: 95
Views: 19299

Re: Graziani WML Questions

Here you go: [teleport] [filter] id=Alban [/filter] x=15 y=33 [/teleport] [store_unit] variable=teleport_store mode=always_clear kill=no [filter] side=1 type=Spearman,Bowman,Swordsman,Pikeman,Javelineer,Royal Guard,Halberdier,Javelineer,Longbowman,Master Bowman [not] id=Alban [/not] [/filter] [/stor...
by vghetto
July 29th, 2021, 12:50 pm
Forum: WML Workshop
Topic: Graziani WML Questions
Replies: 95
Views: 19299

Re: Graziani WML Questions

Here is one way of doing it.
Store the units that you want to teleport then loop over them with [foreach]
by vghetto
July 29th, 2021, 12:35 pm
Forum: Users’ Forum
Topic: UMC add-on content: my reviews and solicitation for short, story-driven campaign suggestions
Replies: 12
Views: 401

Re: UMC add-on content: my reviews and solicitation for short, story-driven campaign suggestions

Hi,
Thanks for trying out my mod WF.
May I recommend "The Altaz Mariners" to you? I found that mod to be quite impressive and enjoyable.
by vghetto
July 29th, 2021, 9:13 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 179
Views: 59244

Re: Cities of the Frontier - now for BfW 1.11

I think I know what happened, your commit reversed some of the bugfixes that I had. I'm still not sure how you managed to do that, but anyway your copy reversed the following changes due to your commit above. 0fb82373ae0b1d220469e38c977c190235414fff 79de5326c2abcbb3a75f3ea82ab3e02dfc25ba42 f2c6e8ab8...
by vghetto
July 28th, 2021, 6:25 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 179
Views: 59244

Re: Cities of the Frontier - now for BfW 1.11

Yeah currently 1.16 is 1.15.15.
Argothair wrote: July 28th, 2021, 2:32 am .. although when I killed a rat I got the defeat message ..
Did you update to my latest version of CotF or use my github repo? That bug was already fixed in 0.6.1-6 which I uploaded yesterday but not in 0.6.1-5 which you played and based your review on.
by vghetto
July 27th, 2021, 2:18 pm
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 179
Views: 59244

Re: Cities of the Frontier - now for BfW 1.11

Correct. Friends side was never fully implemented in CotF. I added them to WF. There were other intended features by esci that weren't completed in CotF. They got done in WF. One such example is the winter calamity. One more thing, CotF AI might behave differently in 1.16 than 1.14. I'll PM you the ...
by vghetto
July 27th, 2021, 11:43 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 179
Views: 59244

Re: Cities of the Frontier - now for BfW 1.11

Well, I just tried loading CotF on 1.16 and it didn't load. So you have that. From the console messages it didn't seem like a big deal. It can be easily fixed. Getting beyond that point, I couldn't really say what you might come up against. I don't think there will be anything major. As for CotF on ...
by vghetto
July 26th, 2021, 9:36 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 179
Views: 59244

Re: Cities of the Frontier - now for BfW 1.11

Hi, Instead of forking CotF, would you like to maintain it and improve it going from there? I wasn't planning on uploading CotF to 1.16. I'll send you the pbl if you want it. Edit: I uploaded CotF 0.6.1-6. This has a couple of old bugfixes that were already on github but I forgot to upload them to t...
by vghetto
July 4th, 2021, 7:23 pm
Forum: WML Workshop
Topic: Attack changing targeted tile to snowy terrain
Replies: 4
Views: 272

Re: Attack changing targeted tile to snowy terrain

There might be more than one way of doing this.
An easy way would be by changing the [terrain] inside an 'attack_end' event.
by vghetto
June 30th, 2021, 6:26 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

The big advantage of Beetlenaut's AI controller is that it is not complicated. If I understood it correctly, the old AI controller was removed from the mainline campaigns because it was too complicated and not intuitive enough. If you make Beetlenaut's AI controller just as complicated, what have w...
by vghetto
June 30th, 2021, 5:10 pm
Forum: Lua Labs
Topic: Utter lua consufion
Replies: 3
Views: 216

Re: Utter lua consufion

Try the following: local set_floor = tonumber(cfg.floor) or set_amount When I run the new version I get <Invalid WML found> [set_gold] not supported :doh: Try to clear wesnoth cache. Edit: oh, you already mentioned clearing the cache. I missed that. In that case I don't know, usually that error mean...
by vghetto
June 30th, 2021, 4:52 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

This is a well written mod, but as LK has said, it can't act as a drop in replacement for now. I really hope beetlenaut expands it further. I love the target_x/y approach. Personally I've already included beetlenaut's freezer/thaw code in my mod. In my case I had to complement it with a bunch of mic...