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  • ...d testing Lua AI functionality in a scenario. It does not give a complete description of Lua or Lua AI. See [[LuaAI]] or [[LuaWML]] for that. Also note that we ...Lua AI requires an engine to be defined (this is obsolete). Specifically, it does not work in [modify_side]. Here is an example of such an [ai] tag:
    22 KB (3,300 words) - 03:48, 11 November 2022
  • If you have chosen a nick for IRC and Wesnoth forums, what is it? ...I invented good Artificial Inteligence for Wesnoth, it would be perfect if it could beat myself. I think that could be fun.
    15 KB (2,545 words) - 11:54, 19 August 2020
  • = Description = situation is the same, it has a base image with a lot of transitions to other
    4 KB (715 words) - 21:54, 31 March 2011
  • = Description = ...ld be to continue the work by polishing what was done last year and making it network aware so allies can see each other's plan
    4 KB (562 words) - 21:10, 9 April 2011
  • ...e scenarios); you will still have enough opportunity to level them up, but it requires some determined effort. ...em in the woods. Not only will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things. This mat
    36 KB (6,316 words) - 20:26, 4 November 2022
  • ...h je ťahová stratégia. Nezáleží na tom, ako rýchlo ťaháte, dôležité je, aby ste si ťah dobre premysleli. Súčasťou hry je aj náhoda pri b
    23 KB (4,113 words) - 06:42, 18 April 2023
  • It assumes you have played enough games to be familiar with the system, ...ulnerable except for small channels (such as a bridge or a ford), Because it is difficult to mount an attack across these choke points, they can be cont
    37 KB (6,488 words) - 07:06, 16 May 2020
  • ...sed but the event will never fire. Therefore, from a practical standpoint, it can be considered mandatory. All of the others can be used or not and the e ...self may be considered an abbreviation of the term "event handler" because it is technically not a game "event" but an event '''handler''' for the game e
    44 KB (6,986 words) - 17:13, 24 March 2024
  • ...ually doing what the developers didn't plan to support. I have mostly used it to write much more effective codes at the cost of low understandability. ...nd variable arrays in WML (not all of them are required by each of these). It is also assuming that you've read Dunno's article about [[Wml_optimisation]
    19 KB (2,806 words) - 02:13, 14 February 2023
  • ...escription on how to do everything on multiplayer and you can skim through it pretty quickly. ...ou will be able to change it anytime you come back to this pop-up window. It is advised that you register your username so that nobody can take your nam
    15 KB (2,623 words) - 02:51, 26 May 2022
  • Description of my proposal on how to tackle this project can be found here: [[Zaroth_Mu Not invented, but description can be found here: [[Zaroth_Multiplayer_Improvements#Planned_functionality|
    44 KB (7,542 words) - 19:06, 5 May 2023
  • ...omponents from a UI dialog will normally require changes to the C code, as it the C code generally treats missing components as an error. ...ferences' button, but instead we put it in the main Wesnoth window to make it easier for non-English speakers to find and change the game's language sett
    9 KB (1,564 words) - 10:14, 12 June 2023
  • ...low orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of ...east initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''
    53 KB (8,158 words) - 07:43, 19 April 2023
  • Here we will show you a very simple scenario file and explain each line of it. The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.
    16 KB (2,648 words) - 22:06, 10 October 2018
  • ...nly sane way I see of making AI progress without either regularly breaking it (if devs are too confident) or stalling progress (if devs are too cautious) - <b>CHAMPION_MP_AI</b> - AI which is known to be good for multiplayer. It will be default for MP scenarios.
    41 KB (7,000 words) - 02:53, 21 March 2013
  • 6) create class game_classification and add it to game_state. | create (interface style) class SavegameConfig and implement it for class team
    36 KB (5,842 words) - 01:09, 21 March 2013
  • '''1.3) If you have chosen a nick for IRC and Wesnoth forums, what is it?''' ...le. I would be spending most of my summer coding my own projects anyway so it would be better to use my time during the summer to give back to the open s
    10 KB (1,742 words) - 02:54, 21 March 2013
  • =Description= ...r players but can't force other to grant the corresponding privilege. Thus it's only through diplomacy and trust that you can build an alliance.
    2 KB (362 words) - 22:55, 9 April 2010
  • |The AI Arena should still be usable, but it is currently not maintained. If you encounter any problems with the Arena i It is implemented as a test scenario <i>ai_arena_small</i> (available from r34
    3 KB (570 words) - 15:12, 30 November 2017
  • ...ed by scenario and map creators using simple WML code. For AI developers, it is also possible to replace parts or all of the default AI with custom code ...sed automatically for all computer-controlled sides with no setup needed. It can be customized in many different ways.
    8 KB (1,228 words) - 18:21, 19 July 2020

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