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  • This page describes the [[LuaWML]] functions for handling units. ...1}} These are now read/write under all circumstances, including for on-map units)
    26 KB (3,965 words) - 20:53, 5 June 2021
  • [[FrenchTranslation]] / '''Units'''
    8 KB (1,158 words) - 21:54, 19 February 2012
  • ...or than black, which invariably ends up getting used on the bodies of most units). ...GB: 22,0,52 the desired shape of the shadow you would like. Note for most units, that our perspective will make the shadow of most creatures somewhat wider
    2 KB (270 words) - 20:32, 6 September 2009
  • #REDIRECT [[LuaWML/Units]]
    26 bytes (3 words) - 03:42, 11 March 2016
  • ...rupper i en standardinstallation av Wesnoth. Se [http://units.wesnoth.org/ units.wesnoth.org] för en uppdaterad och mer överskådlig tabell över Wesnoths
    15 KB (1,858 words) - 12:45, 13 September 2011
  • ...のなので、能力とかは他のところみてください。 http://units.wesnoth.org/trunk/ja_JP/mainline.html とか。
    17 KB (1,023 words) - 11:00, 2 June 2013
  • The entire units module is only available in the game. It is not available to plugins or map === wesnoth.units.advance ===
    16 KB (2,308 words) - 17:52, 18 April 2024

Page text matches

  • * [//units.wesnoth.org/ Units] - Units advancement trees and stats ** [//units.wesnoth.org/1.16 Stable version]
    5 KB (698 words) - 01:23, 25 March 2024
  • ...ughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right stre ...y different sagas waiting to be played out. You can create your own custom units, and write your own scenarios or even full-blown campaigns. You can also ch
    21 KB (3,570 words) - 15:08, 7 April 2023
  • ...does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more i I started with a few basic units, and two races: Orcs and Elves.
    16 KB (2,907 words) - 07:00, 16 May 2020
  • |wesnoth-units, thot, sof |wesnoth-units, DW
    3 KB (398 words) - 19:20, 30 October 2014
  • ...d fast Cavalry. Depending on the situation they can add highly specialised units such as Heavy Infantry, Mages, Meremen and Horseman. Finally their fencers ...on and kill strong units. You can have a lot of units, make some a level 2 units and never retreat, never surrender!
    4 KB (695 words) - 13:36, 26 April 2024
  • ...e (WML) is used to code almost everything in Wesnoth, including scenarios, units, savefiles, and the user interface layout. WML files are simple, human-read ...ature in WML, the most reliable way is to look at the WML code of existing units and campaigns that have done so.''
    7 KB (1,041 words) - 14:19, 27 April 2024
  • This page describes the [[LuaWML]] functions for handling units. ...1}} These are now read/write under all circumstances, including for on-map units)
    26 KB (3,965 words) - 20:53, 5 June 2021
  • ...by a unit as a single argument (as returned by the functions from [[LuaWML:Units]]). The second location is given by its coordinates. The last argument is a * '''ignore_units''': if set, the path will go through units and ignore zones of control. Note: hidden enemies are always ignored, wheth
    9 KB (1,522 words) - 13:32, 12 February 2021
  • |wesnoth-units
    9 KB (1,245 words) - 11:38, 4 April 2024
  • ...va) are taken into account (if the passed hex happens to be affected). The units' placement being considered is always the current one. * '''bonus_modified''': integer (bonus change by units)
    3 KB (395 words) - 21:05, 17 June 2021
  • ...ted and animated many replacement sprites (esp. ogre, orc assassin & spear units, and cockatrice) * antwerpz — sprite creator/animator for old saurian units
    55 KB (6,870 words) - 00:05, 18 March 2024
  • ..., but our usage of it thus far is both minimal, and very different between units. We'd like to standardize it (like has been done with defense animations), We have portraits for some units, but we would like a full set (at least for the roots of most of our unit-c
    6 KB (1,073 words) - 16:08, 15 June 2010
  • <td>Units</td>
    4 KB (676 words) - 23:22, 27 January 2022
  • enemies in Survival do not recruit infinite numbers of units<br/>
    13 KB (2,033 words) - 05:49, 27 January 2024
  • :edit units hitpoints :edit units experience
    6 KB (952 words) - 15:03, 10 May 2023
  • * '''Starting units:''' Tallin and Zlex, a loyal peasant. ...villages. Once the orcs are done fighting (one side will be mostly out of units), march your Woodsmen in a line and finish them off.
    48 KB (8,524 words) - 21:21, 19 April 2024
  • === Monster units === The new Caribe and Caribe Nibbler units have been added.
    783 bytes (111 words) - 16:52, 20 June 2022
  • ...te your defensive placement in such a way that the minimal number of enemy units could attack you. ...ut a unit with a lot of hp or a unit with great [[Resistances]] instead of units with high dodge.
    1 KB (233 words) - 03:10, 7 May 2023
  • # Units with great damage (poisoners > ranged > melee) ''' Close-to-level-up units '''
    4 KB (615 words) - 00:53, 20 July 2022
  • === Allied AI retreating injured units === ...no longer take villages controlled by the human player(s) to heal injured units.
    1 KB (206 words) - 17:13, 22 July 2022
  • === Flying units with leadership === Fixed flying units with leadership not being displayed correctly when on a water tile.
    2 KB (306 words) - 00:35, 22 August 2022
  • ...If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right int * '''Starting units:''' Konrad, Delfador
    135 KB (22,121 words) - 11:14, 29 March 2024
  • Most portrait images in campaigns and for core units have been converted from png to webp, reducing Wesnoth's download size sign
    843 bytes (120 words) - 16:00, 16 May 2022
  • ...ny player of this campaign. Do not worry about any XP deficiency for other units. You will have plenty of chances to farm experience points. * Saurian Oracles and Saurian Soothsayers. Having these units will benefit you greatly, especially in the last scenario.
    16 KB (2,774 words) - 05:54, 21 January 2022
  • | wesnoth-units || Trupper | [https://raw.github.com/wesnoth/wesnoth/1.12/po/wesnoth-units/sv.po 1.12]
    9 KB (1,247 words) - 07:57, 19 April 2023
  • <td>Översätta units</td> <td>110</td> <td>4</td> <td>Behöver adopteras</td> <td>Ingen</td>
    2 KB (285 words) - 04:22, 7 April 2014
  • The maximum possible movement range of your units is now shown immediately after ending your turn when hovering over them, ra
    553 bytes (78 words) - 00:12, 6 September 2022
  • "units/elves-wood/fighter.png~CROP(20,20,40,40)~CROP(10,10,10,10)" ...are set to zero initially, so one can use, e.g. ~CS(2,4) to add +2 and +4 units to the red and green channels respectively, leaving the blue channel intact
    18 KB (2,904 words) - 08:06, 19 April 2024
  • ...rst three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels unde ...otic troops to either continue the attack or to shield your healing lawful units.
    96 KB (17,109 words) - 21:59, 3 June 2021
  • <tr><td>Unitats</td><td>wesnoth-units</td><td>Miquel-Àngel B. i F.</td><td>Fet</td></tr>
    4 KB (693 words) - 12:50, 11 February 2021
  • Units from the first scenario will be available for recall in the second. ...en this is set to '''yes''' (default), the player wins once all non-allied units with '''canrecruit=yes''' (aka leaders) are killed. (Currently this only co
    13 KB (2,097 words) - 21:34, 10 December 2023
  • ...n every scenario of a campaign, in every map of a map-pack, or in multiple units of an era, then the macro will be expanded multiple times. If macro is an ' In this example I wanted to create additional units for each side at turn 10. Side 1 is undeads and side 2 is loyalists. Everyt
    12 KB (1,589 words) - 08:10, 24 August 2021
  • ...list can always be recruited by a leader on this side, in addition to any units in the individual leader's '''extra_recruit''' list. {{DevFeature1.13|?}} i ...ost, plus potentially a bonus for experience points). In 1.14 and earlier, units were not recalled by the AI in this case even if this was the only recall/r
    13 KB (2,170 words) - 05:23, 27 February 2024
  • ...nt from the '''[unit_type]''' in '''[units]''', which describes a class of units. However it takes many of the same keys and thus can generally override the ...for units present at start of the scenario, or as [[DirectActionsWML]] for units created during the game. (It is also used in save-files.)
    22 KB (3,654 words) - 13:39, 10 May 2024
  • == Recalling units == ...rly ones. Later in a campaign, you should usually have several high level units available to recall.
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  • * '''Starting units''': Gweddry, Dacyn. Your 3 opponents will recruit slightly different units. The northernmost enemy will recruit Bats and skeleton troops, the middle o
    35 KB (5,862 words) - 20:06, 11 April 2024
  • == Legend of the Invincibles - Deadly units (2019 versions) == == Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==
    10 KB (1,676 words) - 16:00, 3 July 2022
  • ...rd. Owaec commands horsemen of the clans, so Gweddry can now recruit those units. ...enges Mal-Ravanal to a "duel". Gweddry and Mal-Ravanal each select up to 6 units and battle for control of Wesnoth. Mal-Ravanal, however, has arranged the b
    5 KB (741 words) - 01:11, 26 August 2012
  • ...ic damage type, new weaponry and a new attack range, vehicles, and special units. Altogether, Thunderstone hopes to be the core for scenarios and campaigns ...ch as vehicles, thus making it an effective counter for otherwise powerful units.
    11 KB (1,629 words) - 03:26, 21 March 2013
  • ...f the campaign. More often than not, you can rely instead on fresh level-1 units and holding strategic locations in the maps you play in. ...d trolls, many players prefer strategies that involve using many low-level units instead of just a few high-level ones.
    67 KB (12,106 words) - 19:31, 21 December 2022
  • [[FrenchTranslation]] / '''Units'''
    8 KB (1,158 words) - 21:54, 19 February 2012
  • ...es will have trouble scrolling large maps or processing AI turns with many units. See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] ...l make units move and fight faster. "Skip AI Moves" will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via
    15 KB (2,581 words) - 15:11, 19 September 2023
  • * [http://units.wesnoth.org/ Units Reference]
    2 KB (187 words) - 08:44, 29 October 2021
  • ...oes not advance but gets an AMLA instead. Can be a comma-separated list of units that can be chosen from upon advancing. ...ost, plus potentially a bonus for experience points). In 1.14 and earlier, units were not recalled by the AI in this case even if this was the only recall/r
    23 KB (3,689 words) - 01:07, 25 February 2024
  • * [https://units.wesnoth.org/ Units Reference]
    2 KB (269 words) - 14:01, 12 April 2021
  • ...s and mermen. They have mighty knights, powerful mages and multiple proven units for every situation.<br><font color="darkgreen">Good faction for beginners< <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-loyalists%24horseman%24
    8 KB (1,217 words) - 14:30, 12 April 2021
  • ...p' tag is to define where the main game display (i.e. all the hexagons and units) is displayed. The rect field defines the rectangle the map is displayed on * __unitlist__ list units
    7 KB (1,102 words) - 22:33, 11 November 2010
  • defines where the main game display (i.e. all the hexagons and units) is displayed. ** '''unitlist''': list units
    9 KB (1,463 words) - 23:21, 11 April 2023
  • ...e hex (which is 72 pixels wide and 72 pixels tall). It is drawn underneath units. ''('''Hint:''' If using an image smaller than 72x72, then it might be usef * '''halo''': an image to place centered on the hex. It is drawn on top of units. Use this instead of ''image'' if the image is bigger than the hex or if yo
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  • ...Javelineers, and all Elvish Fighters advance to Elvish Heroes. All other units follow their usual advancement choices as determined by the AI. '''Importa ...k evaluation, each attack (this includes attack combinations of several AI units against the same enemy unit) is assigned a score. The attack with the high
    35 KB (5,668 words) - 01:32, 25 February 2024
  • ...er placement behind injured units and more assertive retreating of injured units to healing locations. ...o the default Experimental AI algorithm resulting usually in very few such units being recruited.
    8 KB (1,311 words) - 23:14, 22 June 2022
  • ...ayout of the map, the locations and type of units on the map, the types of units your side can recruit, and information about your allies and enemies. ...''destination -> source'' map, which associates all the locations all the units a side has can get to, to all the places they are now.
    19 KB (3,084 words) - 00:20, 26 June 2014
  • ctrl-e: Toggle ellipses (displayed under units) Therefore I hate games that move units with w/a/s/z keys,
    6 KB (939 words) - 07:03, 19 January 2015
  • There are two types of abilities: ones that apply to units (called ''abilities'') and ones that only apply when using a particular att ...used to determine when the ability is active. Weapon specials apply to two units, which can be filtered either as "attacker" and "defender" (with the obviou
    24 KB (3,749 words) - 16:38, 25 April 2024
  • ...[scenario]''' tag) the ID of the next scenario that should be played. All units that side 1 controls at this point become available for recall in ''next_sc ...d for units that must survive the previous scenarios, as it would recreate units if they died in a previous scenario.
    61 KB (9,881 words) - 03:40, 22 February 2024
  • ...t the effect actually affects. New effect types can be added with [[LuaWML/Units#wesnoth.effects]]. Wesnoth 1.14 introduced vision points; by default units have the same number of vision points as their max movement points. However
    23 KB (3,461 words) - 00:56, 1 May 2024
  • ...WML''') is used to code almost everything in Wesnoth, including scenarios, units, savefiles, and the user interface layout. WML files are simple, human-read
    10 KB (1,669 words) - 03:36, 23 February 2024
  • ...ughest warriors and form a deadly host that none can stand against! Choose units from a large pool of specialists, and hand-pick a force with the right stre ...solutely huge and only limited by your creativity — make your own custom units, create your own maps, and write your own scenarios or even full-blown camp
    3 KB (462 words) - 02:31, 12 August 2017
  • this game makes commanding a whole bunch of units spread out over a map much easier and less harrowing than some others gameplay's simple - you basically just generate units, move, and fight. BFW doesn't make you think about a lot of
    18 KB (3,081 words) - 09:08, 24 May 2021
  • #* Units * Not all units and terrain are 72x72
    15 KB (2,499 words) - 01:27, 23 May 2014
  • ...y. Their high cost and low hitpoints force them to be used only as utility units, not as the front line or core of an army. ...s the utility of your army, the unit that picks off those annoying wounded units in villages, or softens up the enemies that would otherwise have too much H
    10 KB (1,865 words) - 18:01, 22 July 2008
  • ...Wesnoth's best features is its extensibility. Players can create new maps, units, races, scenarios, art, music, and even entire campaigns! * [[BuildingUnits|Custom Units]]
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  • difficulty_descriptions="&" + "units/elves-wood/elvish-fighter.png~TC(1,magenta)" + "=" + _"Fighter" + "=" + _"( ";*" + "&" + "units/elves-wood/elvish-hero.png~TC(1,magenta)" + "=" + _"Hero" +
    4 KB (663 words) - 00:01, 25 July 2023
  • === Don't waste units === Do not send wounded units to a sure death. Once a unit loses more than half of its hit points (HP), y
    8 KB (1,406 words) - 03:15, 9 April 2023
  • ...https://raw.github.com/wesnoth/wesnoth/1.12/po/wesnoth-units/ru.po wesnoth-units] || || ||
    16 KB (940 words) - 07:46, 19 April 2023
  • Здесь будут собраны все названия бойцов (units) плюс (возможно) их описание. Данный списо
    34 KB (2,177 words) - 03:58, 31 July 2014
  • ...y kids: they still play and always want the newest version (they know most units stats... like they knew all the pokemons). showed it to my friends: lots of
    4 KB (595 words) - 09:48, 30 August 2013
  • ...ed by this unit? (this possibility would increase with the number of enemy units near to the area guarded by unit)
    12 KB (1,984 words) - 15:09, 19 March 2014
  • ## of this macro can create different units. (See [[SingleUnitWML]] for further information on creating units using WML.)
    22 KB (3,254 words) - 03:31, 16 January 2024
  • Stores locations reachable by the given units. Can store either the movement, attack or vision ranges. ...: a [[StandardUnitFilter]]. The locations reachable by any of the matching units will be stored.
    37 KB (5,920 words) - 05:49, 27 February 2024
  • Filters are used to describe a set of units, hexes, weapons or something else. == Filtering Units ==
    9 KB (1,508 words) - 10:39, 11 November 2023
  • From [[FilterWML]], this is the standard way of filtering units. When a unit filter is applied to a map, first it applies to all units on the field,
    13 KB (1,965 words) - 15:41, 26 April 2024
  • * [//units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units] ...wesnoth.org/trunk/mainline/en_US/Secrets%20of%20the%20Ancients.html Custom units]
    19 KB (2,774 words) - 00:40, 22 March 2024
  • ...often somewhat symmetrical, feature many types of terrains to benefit all units, and are often in not-rectangle shapes. <br><br> ...keeps to recruit on, and roads or flat terrain for units to move on (most units move best on Flat terrain such as roads, grass, or dirt). Add these now, ma
    6 KB (1,112 words) - 20:40, 23 March 2021
  • ...everything about, and what occurs in, a scenario, from the setup of sides, units, music, events, and so on. Both files are plaintext are can be edited in an
    5 KB (772 words) - 12:46, 14 April 2023
  • ...t. All units shipped with the game can be found in the game's <i>data/core/units</i> directory (see [[EditingWesnoth]] for how to find it). ...e include for this directory, however, should be wrapped in a <b>[+units][/units]</b> tag pair. See [[AddonStructure]] for an example.
    4 KB (681 words) - 08:13, 3 November 2020
  • ::icon="units/elves-wood/archer+female-sword-1.png~RC(magenta>brightorange)" ::icon="units/human-peasants/peasant-ranged.png~RC(magenta>white)~CS(24,24,24)"
    13 KB (1,973 words) - 08:08, 19 April 2024
  • ...d attacks, the length of the animation isn't quite as important, since the units aren't taking turns in sliding back and forth (as is the case with melee co ...sk trivial. Below is an example of how FRAME_OF_POISON is used on mainline units (also note the use of the above-described HIT_MISS_SOUNDS):
    7 KB (1,093 words) - 06:40, 18 October 2014
  • * wesnoth-units
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  • * Rebalance prices of monster units & Chocobone (Sevu)
    7 KB (1,069 words) - 14:39, 2 September 2021
  • Most of the Dunefolk faction's units have new and-or updated animations. There is also a new unit called falcon ...he Burning Suns has been fully rebalanced, including all scenarios and all units in the Quenoth faction. Generally, the campaign is now more challenging. T
    8 KB (1,301 words) - 18:23, 22 August 2020
  • ...' when omitted from the .cfg) whether to show the orb for the player's own units when they're in the given state ...ults to 'yes' when omitted from the .cfg) whether to show an orb on allied units
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  • {CAMPAIGN_DIFFICULTY EASY "units/human-peasants/peasant.png~RC(magenta>red)" ( _ "Civilian") ( _ "Beginner") {CAMPAIGN_DIFFICULTY NORMAL "units/human-loyalists/spearman.png~RC(magenta>red)" ( _ "Soldier") ( _ "Normal")}
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  • Keep your recall list small, no leader needs more than a dozen of units, since all require upkeep (even when idling on the recall list). Always hav
    3 KB (443 words) - 15:08, 7 April 2023
  • '''Faction/Era:''' Many custom units '''Faction/Era:''' Default+War of Legends+Custom units
    48 KB (7,479 words) - 07:52, 19 April 2023
  • Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other ti ...u use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.
    5 KB (932 words) - 04:33, 25 February 2019
  • You fight this campaign almost entirely with the four classic Dwarven units: Fighter, Thunderer, Scout and Guardsman (and their leveled versions). ''He * Starting units: Rugnur and Alanin.
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  • good for the positioning of units, but not so for villages near castles)
    11 KB (1,800 words) - 03:18, 9 April 2023
  • == Basque Units == The following is a list of the units in game and proposed translations:
    4 KB (541 words) - 22:10, 21 February 2008
  • ...for example, lava (light=25, max_light=35) provides a 35% boost for lawful units at daytime.
    5 KB (837 words) - 13:37, 10 May 2024
  • * [[Creating Shadows Under Units]] - How we create the shadows for the units in-game.
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  • In a Keep of 5 castles the basic build is 2 melee units (e.g fighters), 1 ranged unit (e.g archers), 1 scout (e.g bat/horsemen) and ...and 1 Elvish shaman. Of course in this tutorial you only have 3 different units to actually use and only 1 race as well (Elves in this case).
    2 KB (409 words) - 18:58, 6 April 2014
  • The attribute '''disallow_recall=yes''' prevents the player from recalling units in this scenario. ...files hold the ground tiles. This is the very bottom layer of things. The units walking around during a game are on the very top layer. This is all well an
    6 KB (924 words) - 22:05, 10 October 2018
  • ...s counterparts; '''[store_unit]'''. [store_unit] stores a unit, or several units, in a variable you choose. You can then manipulate those variables as descr
    7 KB (1,140 words) - 08:24, 23 April 2021
  • ...memories are fading. He still maintains the use of the word and the other units fight better under his control than he (after all, many of them were part o
    56 KB (9,787 words) - 08:50, 14 May 2021
  • The '''[units]''' tag is a [[ReferenceWML#WML_toplevel_tags|top-level WML tag]] which def A '''[units]''' tag primarily contains [[UnitTypeWML|[unit_type]]] tags, each of which
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  • This page covers unit animations. At any point in a game, units are playing an animation. Even when the unit is standing, it is actually pl This starting time is very important when multiple animations from different units are played synchronously. Typically a fight involves a unit playing its de
    41 KB (6,114 words) - 01:16, 19 April 2024
  • ...g unit sides, and some additional [[CommandMode]] commands. If you create units in debug mode, you can then use the :unit command to set the unit's attribu
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  • ...ch súborov: "scenarios" na scény, "maps" na mapy, "images" na obrázky, "units" na vlastné jednotky, atď.
    3 KB (457 words) - 19:57, 6 August 2012
  • ...designated as the team-colored piece of their outfit; It's best to design units around having this. The easiest way to designate this, is to define a new If units are drawn with a small color set, as used in traditional sprite art, you ca
    7 KB (1,159 words) - 19:16, 12 June 2022
  • ...or than black, which invariably ends up getting used on the bodies of most units). ...GB: 22,0,52 the desired shape of the shadow you would like. Note for most units, that our perspective will make the shadow of most creatures somewhat wider
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  • The time of day influences damage done by lawful and chaotic units; this makes timing of your attack important. ...nus'' can be a negative number. This is useful if you want to give Chaotic units an advantage instead of Lawful ones.
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  • That will cause the matched units to turn around.
    13 KB (2,092 words) - 14:57, 26 February 2024
  • ...ains the carryover data from the previous scenario, like retained gold and units. It is also used to store in-game data required in the next level, such as
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  • * number of units recruited * number of units recalled
    3 KB (428 words) - 15:09, 9 November 2018
  • ...n.png''''', it'll now be able to find and use the file '''''MyAddOn/images/units/humans/footman.png'''''.
    3 KB (584 words) - 14:35, 23 July 2023
  • ...ther units that you have or want to keep alive. There may also be certain units you must kill in order to succeed. At its core however, each scenario is a ...a huge effect on the difficulty of the battle. For example, a player whose units are broadly loyalists will have a disastrous time trying to root Elves out
    15 KB (2,547 words) - 19:42, 19 June 2015
  • ...ou keep being given a clean slate; conversely, if you are short some vital units, you might have to go back ten whole levels to fix that. ...be available to you on this campaign; this means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will
    53 KB (9,305 words) - 15:32, 7 April 2023
  • The orb above units' hitpoint and experience bars now shows a new state. Units that can move but can't attack are now shown with an orb that is part yello ...en fixed. This most notably affected the Dune Raider and Falconer mainline units in 1.15.x during their standing animations.
    3 KB (490 words) - 18:01, 21 February 2021
  • ...rced into a cartesian grid. You can create pixels along the edges of your units that are the same color as the edge, but with variable transparency. We ca
    6 KB (973 words) - 23:02, 2 September 2021
  • ...th big amounts of gold and units. Also sometimes you can see AI-controlled units just getting stuck and not moving. I would like to contribute to creating a ...As a Multiplayer Developer I have a lot gaming experience, knowledge about units statistics, usage, strong and weak sides. I know many tactics and strategie
    22 KB (3,703 words) - 03:19, 16 November 2022
  • ...n to ask about anything in '''src/ai'''. He also knows much about campaign units/leaders persistence.
    8 KB (1,354 words) - 12:46, 8 February 2014
  • # support easy limiting of recruitable units. # recruit units that are more useful
    11 KB (1,872 words) - 12:04, 5 April 2012
  • ...back attack, it is immediately pushed back one hex away from the attacker. Units cannot be knocked back into an occupied hex, out of villages or onto terrai ...back attack, it is immediately pushed back one hex away from the attacker. Units cannot be knocked back into an occupied hex, out of villages or onto terrai
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  • https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/core/images/units/human-loyalists/marshal-leading.png | units=Cavalryman, Horseman, Spearman, Fencer, Heavy Infantryman, Bowman, Mage, Me
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  • https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/core/images/units/elves-wood/marshal-leading.png | units=Elvish Archer, Elvish Fighter, Elvish Scout, Elvish Shaman, Mage, Merman Hu
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  • https://raw.githubusercontent.com/wesnoth/wesnoth/master/data/core/images/units/orcs/warrior.png | units=Goblin Spearman, Naga Fighter, Orcish Archer, Orcish Assassin, Orcish Grunt
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  • trees = [https://www.wesnoth.org/units/1.16/mainline/en_US/mainline.html Wesnoth Unit Trees (1.16)] | ...snoth. It currently contains six factions, consisting of a wide variety of units.
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  • https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/core/images/units/undead-necromancers/lich-magic-3.png | units=Dark Adept, Ghost, Ghoul, Skeleton, Skeleton Archer, Walking Corpse, Vampir
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  • https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/core/images/units/dwarves/lord-se-hammer.png | units=Dwarvish Guardsman, Dwarvish Fighter, Dwarvish Ulfserker, Dwarvish Thundere
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  • https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/core/images/units/drakes/flameheart-lead-2.png | units=Drake Burner, Drake Clasher, Drake Glider, Drake Fighter, Saurian Skirmishe
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  • === Custom Units ===
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  • # Create Units to move # Move Units
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  • image="units/saurians/ambusher.png" {DEFENSE_ANIM "units/saurians/ambusher-defend.png" "units/saurians/ambusher.png" hiss-hit.wav }
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  • image="units/saurians/flanker.png" {DEFENSE_ANIM "units/saurians/flanker-defend.png" "units/saurians/flanker.png" hiss-hit.wav }
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  • ...the tribe. They wield huge axes which they use to take down heavily armed units and then gather their grimly trophies. The tougher the enemy, the greater t
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  • {DEFENSE_ANIM "units/saurians/Witch_Doctor/witch-doctor-defend.png" "units/saurians/witch-doctor.png" hiss-hit.wav }
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  • # A dummy side is needed for highlights and dummy units. This macro defines a # Highlights a hex for a moment by flashing it. Uses [hide_unit], so no units
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  • | wesnoth-units || Jorge Cardnes || Helkion || se está traduciendo || no revisado || ...
    24 KB (3,430 words) - 04:28, 3 May 2023
  • In order to create add-ons, including campaigns, custom units, and even collections of maps with advanced scenario features (such as dial
    6 KB (1,044 words) - 18:37, 3 September 2020
  • ...ints of 'rest-healing'. A unit with cures can remove poison from up to six units at a time. ...to a unit with the cures ability. Units with heals +4 can treat up to six units at a time.
    7 KB (1,035 words) - 20:47, 1 November 2010
  • ; ability : A special game rule or capability applied to all units of the given unit type - for example every Elvish Shaman has the ability "h ; faction: A set of units available to be plated as a side in multiplayer games. ([[EraWML|multiplaye
    11 KB (1,773 words) - 03:08, 24 December 2023
  • 3 KB (52 words) - 15:24, 1 July 2021
  • ...ttyvä tieto tulisi kirjata tälle sivulle (yksiköiden nimet ovat [http://units.wesnoth.org omalla] sivullaan). | manual, units, httt, nr, sof, thot ||
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  • finds the total damage your units have taken. ...tem <code>a</code> and its successor <code>b</code>. For instance, sorting units according to hitpoints would be done by:
    48 KB (7,291 words) - 01:30, 30 March 2024
  • <div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24orcs%24grunt.png</div> ==Orc units==
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  • ** They use the current moves of the enemy units, which generally are all zero. ** Hexes occupied by other enemy units count as not reachable.
    10 KB (1,642 words) - 17:23, 29 April 2024
  • ...ship, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes. ...e drakes in the beginning, but they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beas
    59 KB (10,011 words) - 21:46, 16 October 2016
  • ...a2 at priority level medium - makes the ai favor moves that cause affected units to move toward area2 ...not really an AI expert, but i don't think so. i think you can make the AI units execute certain moves if the specified conditions are true, but i don't thi
    39 KB (6,881 words) - 19:37, 20 March 2013
  • # protect units close to level up better. ...it possible for an ally to save you (by retreating the leader and critical units, for example)
    9 KB (1,519 words) - 19:40, 20 March 2013
  • <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-loyalists%24horseman%24 <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24archer.png</div>
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  • ...units that are damaged or have been poisoned, rather than often having the units run as far away as possible.
    3 KB (410 words) - 05:48, 21 March 2021
  • ...its that are not necessarily of the same [[races|race]]. These are sets of units available to a particular leader and often reflect alliances between variou ...frequently during the history of Wesnoth, such as [[Undead]]. In eras, the units a particular faction can recruit are internally consistent with the version
    2 KB (367 words) - 16:41, 10 February 2021
  • ...own''' containing all units that may attack and '''enemy''' containing all units that may be attacked. ...ne the AI considers best) is listed. In other words, permutations of those units placed on different hexes are not included, as that would result in too lon
    12 KB (1,806 words) - 00:39, 11 February 2024
  • <div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24drakes%24fighter.png</div ==Drake units==
    39 KB (6,617 words) - 23:51, 19 January 2022
  • https://raw.githubusercontent.com/wesnoth/wesnoth/1.16/data/core/images/units/dunefolk/rover/rover.png | units=Dune Burner, Dune Herbalist, Dune Rider, Dune Rover, Dune Skirmisher, Dune
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  • ===Units=== *A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the
    59 KB (10,605 words) - 17:03, 2 October 2017
  • [[IndonesianTranslation]] / '''Units''' / [[IndonesianUnitsTable|Table]] Gambar http://units.wesnoth.org/trunk/en_US/mainline.html#Elves
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  • |Units * fire breath : napas api (dipakai oleh Fire Dragon, Drake units)
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  • trees = [http://units.wesnoth.org/1.12/Imperial_Era/en_US/era_imper.html IE Unit Trees] | ...nters and skilled beast-tamers, and have developed some highly specialized units that maximize their snowy, icy environment.
    4 KB (597 words) - 02:46, 13 November 2016
  • ...th to the core files is needed to let wmllint know about e.g. defined core units, followed by the path to the add-on that shall be checked; the last two com * unknown races or movement types in units
    29 KB (4,777 words) - 09:01, 30 December 2023
  • ...attacks per turn and her bow costs 2 attacks, she could attack 2 different units or the same unit twice. * Some units (Sun Singers, Kaleh, Nym) have multi-hex attacks. These DO FRIENDLY FIRE DA
    59 KB (10,424 words) - 15:58, 17 February 2024
  • ...WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view
    6 KB (1,062 words) - 21:32, 29 March 2008
  • An issue has been fixed with the Dune Raider and Marauder units where the team colors were not always correctly set.
    2 KB (268 words) - 18:19, 16 January 2021
  • Previously when reloading a turn as any side other than side 1, that side's units were unable to move or take any action until their next turn.
    905 bytes (127 words) - 21:39, 27 May 2023
  • ...ther languages - for example, if a string is used both for male and female units.
    3 KB (399 words) - 03:03, 29 December 2017
  • ...ant both have unique advancement paths in this campaign. When one of these units reaches its xp cap, you will be offered a choice of several possible "AMLA" In total, these units will end up requiring much more xp to reach level 3 than an ordinary dark a
    61 KB (10,978 words) - 16:19, 18 January 2023
  • * '''Starting units:''' Arvith and lots of loyal units ...ll them later, they will save you a lot of gold and enable recruiting more units throughout the game.
    13 KB (2,225 words) - 03:20, 9 April 2023
  • ..., accounting for time areas. This does not include illuminate effects from units, nor lighting effects from specific terrains. ...rent hex, accounting for time areas. This includes illuminate effects from units and lighting effects from specific terrains.
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  • <div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24undead%24skeleton.png</di ==Undead units==
    39 KB (6,715 words) - 19:34, 19 April 2021
  • ...emies, such as those with arcane or impact attacks, and to avoid promoting units that do poorly against these enemies, such as those with primarily piercing * Starting Units: Deoran, Moreth
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  • <div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24elves%24archer.png</div> ==Elvish units==
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  • <div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24humans%24horseman.png</di ==Loyalist units==
    45 KB (7,464 words) - 20:58, 7 November 2021
  • ...t it can also form your front line of combat or hang back and kill wounded units in the middle of a battle. It has high HP, a good attack, many moves, and r ...the real heavy work of a battle. The Grand Knight is one of the highest-HP units in the game, so it makes a very good line-holder in an open area without no
    9 KB (1,695 words) - 19:12, 17 June 2009
  • ...revent the enemy from reaching a wounded unit behind. He has to defeat the units imposing the ZOC first. If the enemy can barely reach it, even a single uni By lining up many units directly adjacent or with at most 1 hex space between them, you can build u
    8 KB (1,420 words) - 08:15, 20 August 2019
  • ...an be used to customize the directions into which the default AI moves its units. However, both their [[AiWML#AI_Targets_and_Goals|syntax]] and their inter ...s no parameters and executes all Formula AI formulas which are attached to units. Example:
    39 KB (6,494 words) - 23:25, 9 April 2024
  • // This is shown when a move is interrupted because units were revealed from the fog of war. message = VNGETTEXT("Enemy unit sighted!", "$enemies enemy units sighted!", enemy_count_, symbols);
    19 KB (2,953 words) - 13:45, 29 April 2024
  • n: Cycle through units that have movement left Enemy units have no orb on the top of their energy bar. (In older versions < 0.5.2 ther
    15 KB (2,410 words) - 06:43, 23 February 2008
  • * Do you have enough units (leaders, tankers, melee and ranged units, magic unit, healer...)? Choose some of your units that fits together(same race, lives near together) and give them a name.
    1 KB (182 words) - 18:32, 9 September 2022
  • == Raser och trupper (races and units) == ...gra allmäna hänvisningar vad gäller truppnamn. Se [[SwedishTranslation/Units|trupplistan]] för en genomgång av alla trupper i officiella Wesnoth grupp
    9 KB (1,235 words) - 13:56, 14 March 2020
  • ...every turn, so it is best used for very simple sides (a couple of special units which should have semi-scripted moves, or a simple handling followed by cal Units with highest priority get their formula executed first.
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  • #REDIRECT [[LuaWML/Units]]
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  • ...its. A default recruitment strategy will be provided that selects the best units for the desired scenario goal. ...associated to units by default, for instance a 'healing' rule for healing units, 'backstab' to thieves, etc.
    10 KB (1,601 words) - 03:20, 16 November 2022
  • ...recreating the add-on server as well as improvements for our AI to ensure units are recruited smartly.
    23 KB (3,846 words) - 19:14, 20 February 2015
  • ...s, grouping units to attack, holding its ground, protecting weak/important units). Moreover most plug-in entries should be available and a test-case for the
    4 KB (720 words) - 03:25, 16 November 2022
  • ...to define the terrain. The scenario editor has to allow placing events and units and other things, so it will need a way to display maps as well. Would be w
    7 KB (1,170 words) - 14:30, 9 December 2022
  • ...s, of different sizes, and different units. Players can even add their own units. This makes it much more difficult to make a general AI. ...ps of this size. This is without even considering the many combinations of units that can be on the map, in different locations, in different states of heal
    4 KB (771 words) - 03:22, 7 May 2023
  • ...ample, if one powerful unit could defeat the enemy, and we have two weaker units, maybe their combined power can defeat the enemy too). This type of strateg ...ats would be able to hold the information on the units. The information on units can be collected from the unit .cfg files, and accessed easily from any oth
    7 KB (1,183 words) - 00:28, 12 April 2008
  • - Adding/removing/editing WML events by clicking on specific units, locations, or list of turns
    8 KB (1,290 words) - 10:44, 13 December 2022
  • ...ific campaign parts (this could be implemented by tagging units as special units without any back-end changes).
    9 KB (1,523 words) - 19:39, 19 May 2008
  • ...a less traditional method of valuing units that places different types of units (i.e. support, long range, or meat shield) into different categories, and c ...the Resource Management subsection, that I will have each goal valued like units are valued. One of the influencing factors will be the movements of the AI
    3 KB (579 words) - 21:36, 25 March 2008
  • #redirect [[FrenchTranslation/Units]]
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  • <units list> = close_enemies( <location> , <distance> ) ...to <location B>. This function takes into account zone of control of enemy units.
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  • local units = wesnoth.get_units { if units[1] then return score end
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...very easy for the user to add the most common things to the map... that is units, events(occuring at a particular location), etc. Selection of these items s ...n-one campaign editor. That is it would be able to take you from designing units and maps to build entire campaigns. With this goal in mind from the outset,
    21 KB (3,707 words) - 10:13, 13 December 2022
  • ...t where you can still make a Python program which actually manages all AIs units. But here I would like to create another toolkit, which could create someth ** Units Formations (serried, fragmented)
    15 KB (2,545 words) - 11:54, 19 August 2020
  • * [http://units.wesnoth.org/1.10/Wild_Era/en_US/era_wild.html#Menn Unit Tree] * [http://units.wesnoth.org/1.10/Wild_Era/en_US/era_wild.html#Monsters Unit Tree]
    19 KB (3,056 words) - 14:56, 11 June 2018
  • ...ai and improve it.Basically i will start from a knowledge base with all of units statistics.When ai play should have a human behavior so it is possible to d
    4 KB (607 words) - 03:37, 16 November 2022
  • ...rio editors. This means having separate buttons for configuring objective, units, events, sides, time, etc. Clicking on each of those buttons will open up a
    13 KB (2,332 words) - 10:31, 13 December 2022
  • ==Faction Units== ==Non-factional Units==
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  • ...lue < 1 by the AI. This will decrease the chance of the AI choosing these units, even though the FormulaAI scores them fairly high.
    8 KB (1,413 words) - 17:59, 26 May 2008
  • ...l animations have been added for the Naga Shield Guard and Naga High Guard units.
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  • ...us ruler. And the game play would be focused on using the fewest number of units possible, rather than the usual bonuses.
    5 KB (915 words) - 02:26, 9 May 2008
  • ...s would solve most of the graphical cheapness that happens when one of our units plays an animation that depicts him swinging his weapon in the opposite dir - Giving our units walking animations. Far more difficult than the job I just mentioned, but t
    10 KB (1,803 words) - 02:25, 9 May 2008
  • ...would probably not have kept playing it after I had learned how to use the units to their maximum potential and beaten a few campaigns. If the game did not ...al creating some unit sprites, though he has been busy working on mainline units lately, which I believe we can all agree is more important than creating sp
    8 KB (1,424 words) - 02:25, 9 May 2008
  • ...ive every unit a generic portrait! There were many attempts to give single units portraits, but they all failed more or less in unifying the style and finis
    6 KB (1,128 words) - 02:26, 9 May 2008
  • ...only artwork the campaign still lacks are animation sets for these custom units (which I just started to make, see [http://www.wesnoth.org/forum/viewtopic. ...ement interface for units (which wold allow players to give items to other units after having picked them up, to drop them, etc.), which would make many RPG
    10 KB (1,835 words) - 15:09, 21 March 2013
  • ...you have him at L3, he gives even your L3 units a boost and makes your L1 units into cruise missiles). As if this weren't enough, he gains Cure at level 2 * Starting units: Aiglondur, Gryphon Rider
    33 KB (5,978 words) - 08:30, 27 December 2022
  • ...ecommended to take a moment to review their top level units; there are two units capable of flight! One of them is a curing healer +8, the other one is leve ...hal. The leadership skill will prove invaluable when you depend on level 1 units.
    36 KB (6,316 words) - 20:26, 4 November 2022
  • ...ch súborov: "scenarios" na scény, "maps" na mapy, "images" na obrázky, "units" na vlastné jednotky, atď.
    23 KB (4,113 words) - 06:42, 18 April 2023
  • If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right int * Starting units: Erlornas and an Elvish Rider
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  • * [[BuildingUnits|Units]]
    4 KB (612 words) - 10:20, 10 September 2008
  • ...dossiers les plus importants sont les suivants: wesnoth/data, wesnoth/data/units, wesnoth/data/campaigns, wenoth/data/maps, wesnoth/data/scenarios et wesnot Les deux dossiers data/units et images sont très importants. Vous avez la possibilité d'y déposer de
    8 KB (1,231 words) - 12:03, 8 October 2020
  • *[[SwedishTranslation/Units | Erfarenhetsträd]] - För dig som översätter
    4 KB (671 words) - 07:25, 24 September 2008
  • and know how to push units around, and are now looking for insight in how to high-level units? Do you prefer to "roleplay" one race?
    37 KB (6,488 words) - 07:06, 16 May 2020
  • What is the difference between defense and resistance? Why some units have good defenses, while others have good resistances? For example, in Kna <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24elves-wood%24ranger.png</div>
    5 KB (818 words) - 14:47, 18 March 2021
  • : This tag makes sense inside any sort of event - even those that don't have units, or custom events,... The event will only trigger if this condition evaluat ...based on variables/conditions which cannot be retrieved from the filtered units.
    44 KB (6,986 words) - 17:13, 24 March 2024
  • one or more new unit types to be included in the private units folder. ...-w Wesnoth path (in double quotes if containing spaces) to access original units.
    14 KB (2,279 words) - 18:14, 21 November 2019
  • | wesnoth-units || názvy a popisy jednotiek || '''Stanislav Hoferek''' | wesnoth-units || názvy a popisy jednotiek || Stanislav Hoferek, Martin Džbor
    15 KB (2,384 words) - 06:22, 4 November 2023
  • ...tend to play over and over, what are the most effective units and special units in a given 6) One particular user’s use of units and special units in a scenario and the result and the
    8 KB (1,314 words) - 23:55, 20 March 2013
  • ...he effect), a scenario designer will be able to make the AI think that his units have -40% defence in forests on grass, and plan its actions accordingly.
    2 KB (269 words) - 03:22, 6 March 2011
  • units, savefiles, and the user interface layout." (1)
    14 KB (2,067 words) - 03:24, 7 May 2023
  • .... From the third scenario onwards, your army will become regular (chaotic) units. ...des they might take less than half its HP off in one turn. None of your L1 units cause much damage except thugs. Having at least a few high level thugs and
    24 KB (4,349 words) - 20:16, 7 April 2022
  • ...ing in visible FPS drops when the unit is on the screen. If there are more units like this, it will get even more painful, because the save files will becom The trick is based on the fact that units' AMLA is irrelevant all the time, and is used only when it advances. Becaus
    19 KB (2,806 words) - 02:13, 14 February 2023
  • == Units == ...alled Great_Legends_Era. The macros folder must be included if any of the units have weapon specials or abilities that make use of those macros.
    6 KB (837 words) - 15:30, 9 November 2022
  • Players get 5 gold per village per turn, units need 30% of experience to level up and there is no fog of war. ...laying. If checked, each player will only be able to see as far as his/her units can move next turn + one hexagon.
    15 KB (2,623 words) - 02:51, 26 May 2022
  • <YogiHH> basically, yes. The whole gamestate including all units on the field, their state, ...e that only control of the side is changed, not the units side (as in blue units join red forces) - this would be a gameplay change I don't intend on here.
    44 KB (7,542 words) - 19:06, 5 May 2023
  • ...o</i> struct and the <i>team</i> class share some information (for example units that belong to a certain side). Do you think it is feasible to mold those t
    10 KB (1,689 words) - 22:02, 25 March 2009
  • .... Use the floating tooltip function to explain what the slider is for, the units, and the maximum, minimum and default permissible values. Where the functio
    9 KB (1,564 words) - 10:14, 12 June 2023
  • '''Faction/Era:''' Many custom units ...1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''
    53 KB (8,158 words) - 07:43, 19 April 2023
  • ...d</code> (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the reca ...ype of unit the leader will be. The possible values are listed in [http://units.wesnoth.org the Wesnoth unit tables].
    16 KB (2,648 words) - 22:06, 10 October 2018
  • I want to implement squad_leader attribute to all units then we can check if the selected unit chose as squad_leader.(squad_leader ...value which is how many unit needed in squad.In squad idea Ai will divide units to squads -squad number will independent and will be selected by function-
    17 KB (2,894 words) - 00:07, 21 March 2013
  • ...sions (including formula evaluation), *think*, that those forests give its units -40% defence from the standard %value (so, naturally, it will prefer to use x<sub>1</sub>,x<sub>2</sub>,x<sub>3</sub>,...,x<sub>n</sub> - our units
    41 KB (7,000 words) - 02:53, 21 March 2013
  • ...h sides, and just within a very restricted scenario for GSoC, say with 2-3 units on each side..), - RecruitOnlyAction //this only recruits units, then ends turn
    35 KB (5,527 words) - 00:08, 21 March 2013
  • CREATE TABLE UNITS (
    3 KB (460 words) - 03:23, 6 March 2011
  • ...the specific source of the bug (misplaced units/non-existing locations for units?) ...with respect to multiplayer campaigns: Several teams might have recallable units and carryover gold from previous scenarios.
    36 KB (5,842 words) - 01:09, 21 March 2013
  • * '''count''': ''(Optional)'' If used, a number of units equal to the value must match the filter. Accepts a number, range, or comma
    20 KB (3,075 words) - 03:38, 22 February 2024
  • * Total number of special units created; Average level and experience. * Total number of units, number per level, grouping by unit type
    5 KB (933 words) - 22:00, 3 April 2009
  • http://www.wesnoth.org/units/1.6/pics/00087_peasant.png<hr> http://units.wesnoth.org/1.4/units/elves-wood/enchantress.png<hr>
    12 KB (1,967 words) - 02:36, 12 August 2017
  • ...L]] configuration - without the SIDE tag itself). The test will be loaded (units will appear inside the Arena) and selected AI will be hot-redeployed).
    3 KB (570 words) - 15:12, 30 November 2017
  • ..., special units and units are models. Each game has many special units and units, each special unit and unit belongs to a game. Models maintain the data in
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  • #Single unit control components (manage specific scenario units, manage leader's moves, do recruitment)
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  • <td>units available for recruiting</td>
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  • ...t already such functionality) and color in each tile according to how many units were killed on it. This will be generated nightly and used for the killgrap | Created a recruited units window, a dead units window, and a unit by level breakdown in addition to improving the things c
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  • precondition would be used to create vector or map with units. Then based on outcome, evaluation would be run, and finally, action. Thank Simple idea, simmilar to "attack" candidate move, just working for 2 units of the same side.
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  • ...n, only if the number of units is comparable). Similarly the health of the units under a player's control has a direct influence on the value of his materia ...overall strategical considerations as well as complex interactions between units.
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  • ...the solutions map a particular AI unit to a valid action, for each of the units an AI controls. The evaluation function would be a function that looks at ...tty easy, as it's simply a multi-dimensional matrix based on the number of units and the moves available to them. Also, having the AI come up with solution
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  • ...s, and again I mainly contributed ideas, especially in the domain of AMLA (units improving beyond their maximum XP level). * can_recruit (Units the player has the ability to recruit)
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  • [[IndonesianTranslation]] / [[IndonesianUnits|Units]] / '''Table''' From "animation statistics" [http://www.wesnoth.org/units/1.6/animations.html]
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  • ...s will recover 8 hitpoints every turn. Injured units that are adjacent to units with the 'heal' or 'cure' abilities will also heal. A unit that does not m
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  • msgid_plural "$friends friendly units sighted" find data/core/units -name '*.cfg' -print
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  • |'''Unit Trees''' || [https://units.wesnoth.org/1.16/Ageless_Era/en_US/Ageless%20Era.html Unit tree] ====http://www.wesnoth.org/units/trunk/pics/00189_lieutenant.png Loyalists====
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  • ...f Thursagan portraits (currently being replaced by DUHH), Dwarf Scout line units (in progress, will eventually include portraits), and the Water Serpent uni ...are some available sprites for all of the level 1 units and a few level 2 units - I plan to first animate those sprites, and develop accompanying portraits
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  • ...layer with the unit and for dialogues in campaigns. Wesnoth uses about 190 units warranting a portrait, by sharing portraits between similar levels of a uni
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  • <div class="tright" style="width: 300px; height: 300px;>https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24dwarves%24fighter.png</di ==Dwarvish units==
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  • ...at's it for diplomacy then. Haldric, we should avoid calling upon too many units, and avoid fighting them. There has to be a peaceful resolution to this. ====Nonessential Units Have Survived====
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  • ...= Skeleton Archer, Skeleton'' for ''side = 2''. This tells the game which units the side can recruit, of course, and the value should be a comma-separated
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  • ===New Turn: Enemy Has No Units=== ====Enemy Has Units====
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  • ...ecruit troops wisely, Konrad, and remember that you can recall experienced units from past battles to help you fight again. ...as a loyal unit he fights for us solely out of loyalty to our cause. Such units are extremely valuable. Take care to use them cautiously in battle, lest th
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  • === Units === === Units ===
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  • ...ng at an oasis (any shallow water hex) at the start of your turn will your units regain full attack strength. (random number of units between 1 and 3 are killed)
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  • '''Narrator:''' Note: Only the units you recruit now will be available to you once inside.
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  • ...translatable) large text used to start a new subsection (writers, artists, units, balancing, etc)
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  • '''Owaec:''' I recommend a full assault. Our mounted units are more manueverable; if we attack in force we may be able to punch throug You may recruit or recall up to 5 units.
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  • A crash when removing units from a side's recall list has been fixed.
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  • ==Wesnoth-units== ===Units===
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  • ...eep your troops mobile and follow the day-night cycle. Some of Nightmares' units are relatively expensive which makes them unable to compete in number with ...s poor resistance the <i>Black Cat</i> can't hold well against more than 2 units, so make sure to ZoC-out the other possible attackers. On hill and cave vil
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  • ...nits with low resistance or low defense. This means that, depending on the units you recruited, you should be able to counter-attack with good results at fa ..., denying them the gold to buy their expensive units. They have some cheap units too, but depending on which faction you play, these sometimes lack the cap
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  • ...ecide when it's time to defend (this is per unit, so if there's a group of units that gets attacked, they'll be defenders now, but other unit may remain att ...hest resistances, most hp and best field modifiers and get the rather weak units/healers to the back
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  • ...here the destination contains a unit) and macros for defining dialogue for units that activates when a "main character" stops south of them. # units that have an appropriate 'dialogue' variable. Interaction is
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  • *CanAttack: If set to false, the active player will be unable to attack units of the passive player. If set to true, they may. (Things to consider: Block ..., PREFER_THEM (Will only heal active player's units if no passive player's units in range need healing)).
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  • * unit_peace - we can or cannot attack the player's units ...e the visual indications of these things obvious and useful. For instance, units that cannot be attacked due to alliance settings will have a tooltip to ind
    22 KB (3,767 words) - 00:59, 21 March 2013
  • ...iffers from <code>ai.aspects.attacks</code> which only returns the allowed units for use in attacks (in "own" and "enemy" subtables). ...unctions related to move maps (tables that relate the current positions of units and the hexes they can move to) also exist:
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  • image = "units/konrad-fighter.png", image = "units/human-princess.png~RC(magenta>red)",
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  • Implementing a defensive mode of the AI, so that it is able to heal units whilst holding ground against an advancing enemy. My Proposal is developing the AI so that it can selectively retreat units into a safe area in order to heal them.
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  • ...'t adequately counsel him, since you don't see how he positioned his other units units during other player's turn.
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  • image="units/drakes/glider-kick-1.png" image="units/drakes/drakes_sprite_sheet.png~CROP(0,0,20,20)"
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  • ...shy;v&shy;&shy;n on March 31, 2010. I went into (wesnoth folder)/data/core/units/elves/shaman.cfg line 60. The line reads: {DEFENSE_ANIM "units/elves-wood/shaman-defend.png" "units/elves-wood/shaman.png" {SOUND_LIST:ELF_FEMALE_HIT} }
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  • ...'t adequately counsel him, since you don't see how he positioned his other units. ...of your turn, and there's no visual display to show you at a glance which units have gotos set. You have no way to modify them outside of your turn either,
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  • ...bar::foo extensively, likes it well, and has unlocked a number of special units in it, but has heard that plank::foo is well made, and would like to try it ...orruption from plank::foo, he has lost access to several of the unlockable units.
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  • * Write a system to attach 'behavior instructions written in lua' to specific units
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  • ...game to another 'right-in-the-middle' (e..g, the gamemaster can store your units in one game and spawn them in another). and, it will not be hardcoded in c+
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  • Wesnoth units are made of thousands of small png files, each containing the image of the
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  • * Units
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  • -What changes will be necessary on WML for units? ...ting a sprite sheet for each campaign because custom campaigns need custom units and attaching them to a HUGE-ALL-IN-ONE sprite sheet doesn't seem like a gr
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  • ...unctions to make it easier to scenario developers to set how they want the units in the scenario to act.
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  • ----- Side2 is now able to see side5 but not side1. He builds units to counter side5. ---- ...de will become more powerful, and will gain more substantial benefits from units of another side from the same alliance as you rise in alliance status; howe
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  • - Units ...s to be tested, I will create some unit tests for the eclipse plugin. This units will check if the new modifications, break or not the previous functionalit
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  • local w, h = wesnoth.get_image_size "units/transport/galleon.png" Modifies all the units satisfying the given filter (argument 1) with some WML attributes/objects (
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  • ...then most second years, as at the end of this semester I'll have around 90 units, rather then the 60 normally expected. 3.958 gpa (because I got a B when I
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  • ...f injuring the unit would convert the unit to join his faction while other units would be resistant to such attacks; ...t way of recalling: the player begins the game with the better half of the units from the last scenario. However, if the player has a negative amount of gol
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  • **what if those three enemy units attack my elvish fighter, what's their CTK? (Answers [https://gna.org/bugs/ * As an extra for the point above, allow "planning death" for enemy units, i.e. mark them with a Jolly Roger (skull-and-bones) and they get ignored i
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  • ...game to another 'right-in-the-middle' (e..g, the gamemaster can store your units in one game and spawn them in another). and, it will not be hardcoded in c+
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  • image="units/elves-wood/archer+female-spritesheet.png"
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  • ...get into specifics, this time round I won’t be concentrating on specific units, but I might mention a wesnoth unit. ...xample Elvish shamans have a unique ability called ‘Heal +4’ (adjacent units gain +4hp per turn unless poisoned in which poison would be negated), where
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  • ...with random traits makes you lose undo, but recruiting undead or recalling units doesn't, as far as I remember). *# Move units around with undo capability = Plan moves
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  • This is best done with these units:
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  • == Copying Units Between Campaigns == PersistenceWML can be used to copy units between campaigns, by using '''[store_unit]''' in the source and then '''[u
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  • ...verview over his monsters by using the shortcut »n« to cycle through all units. ...his primarily affected add-ons which tried to use the same ID for multiple units at the same time.
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  • For survival scenarios that come with the base game, leader units with low movepoints - mainly Knalgans - are no longer given the Quick trait In the units' help, the Dunefolk and Human pages now link to each other, and clarify tha
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  • * '''-80''': overlays that should always be drawn under units (like rails etc...) Normal units are drawn above layer 0, except if the basey of the tile is > 56 in which c
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  • ===Units Lands on Sword=== ===Generic Units===
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  • ...fighters, that are good in some situations, but they are not the frontline units. Skirmishers are fast, can ignore Zone of Control (ZOC), and are required f ...out what exactly is your enemy doing and what is the best target for your units. Use cavalry, infantry, bowmen... And you can also use Fencer, your skirmis
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  • ...an's lance will also strike fear into their hearts! Like all of the bandit units, they are much more dangerous at night. '''Narrator:''' Thieves are more subtle than thugs. They try to surround your units and stab them in the back. Make sure that thieves never have an opportunity
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  • ...snoth/issues/6315 #6315] Fix+backport "[store_unit] and [modify_unit] move units from recall list to map" (octalot or celticminstrel)
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  • === New Fauna Units === Several new fauna units have been added to the core game. These are the Tusklet, Gorer, Crocodile,
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  • ...This mostly applies to tutorial-style scenarios. When introducing items or units with special abilities in ordinary scenarios, use italics to highlight the
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  • ...g, vulnerable enemy unit, traversal of "roadblocks", or the positioning of units in better-defensible terrain. (Of course, moving behind the enemy line is d ...atively, or in addition to Brawlers, you could focus on the vanilla Merman units which have non-pierce attacks: The '''Netcaster''' and the '''Priestess''',
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  • local w, h = filesystem.image_size "units/transport/galleon.png"
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  • ===Enemy units attack===
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  • ...her for a mass of low-cost low-quality units or few high-cost high-quality units. # (integer) maximum number of units to be recruited
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  • ...ecall_list''': (boolean yes|no, default no) whether to include recall list units when trying to match this [[StandardUnitFilter]] against a unit
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  • const std::vector<std::string>& units()
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  • The graphics in the caves can be improved.The movements of units are not shown clearly.<br>
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  • #The major challenge is keeping units alive if you do not have a druid. ..., actually. This might have been because I started this scenario with many units near level up.
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  • ...he gold bonus, but it could have been more clear) for not creating as many units as I did.
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  • - If you pay the trolls they tend to block your units when they begin to move, which might loose you some turns. ...nario? - Surviving the waves is quite hard since i cant use any of leveled units from the previous mission, so i only menaged to get to 9th wave.
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  • (2) 5 - A bit hard to not lose your experienced units, I had to reload once because I wanted to finish it too fast. (8) Yes, I played badly and didn't protected well my experienced units, so i had to reload once.
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  • ...”. It’s a bit spooky because a person might think that all his current units must survive. So I think you should change it to “Delfador and Ulrek must ...like Delfador, Kalenz, and Chantal. I it was also fun recruiting level 2 units in The Return of Trouble.
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  • #Difficulty: 3. This campaign is seems to be getting easier as my units gain experience. ...painful and I had to restart several times as I ended up allowing too many units to be killed.
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  • 8) enemies and less count of high-lvl units 5) you need many of high-lvl units to pass this lvl
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  • ...h the lich at the end. The impassable terrain and mountains slowed down my units and made attacking him harder. ...aith, which the enemy had as a starting unit, and a WC from one of my dead units; the rest were all skeletons -- so the fighting does not feel as repetitiv
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  • Scenario #16 (The Duel): Staying out of the enemy units range. many of enemy units, you cant even kill one enemy leader, so I never finished it.
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  • 4. I think that it's annoying that the units are making so many misses.
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  • #It was a little bit hard because of the big number of enemy units. ...he difficulty of this level could be lowered by decreasing number of enemy units. It’s only 6 scenario and it caused me bad headache.
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  • ...ajor challenges in meeting the objectives of the scenario? -escape with no units lost.<br/> ...ur major challenges in meeting the objectives of the scenario? -don't lose units.<br/>
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  • ...ddies all spawned in one turn, I AM SCREWED. used debug mode for advancing units and move, killing enemy leaders.
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  • I would have liked to have been able to keep my allied units. I never saw those dang spearmen again! ...challenges to completing the objectives, other than the fact that I lacked units who could one shot the enemy.
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  • 8) lost many of units on trying to kill leader 8) when 2nd undead leader spawned his 2lvl units
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  • : Moving through the map was too slow...the units could only advance a few tiles... : Those undead units.
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  • .... Maybe also decrease keep sizes but increase gold so that a solid flow of units happens, which can overwhelm me at the begginning Difficult, especially after the siege, where I lost a lot of units. I think that it would be great if the enemies couldnt train ghost/shadows/
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  • ...ges in meeting the objectives of the scenario? -what are the best dwarvish units .<br/>
    7 KB (1,352 words) - 03:03, 6 March 2011
  • ...hallenges in meeting the objectives of this scenario were high level enemy units, but with good strategy it’s easy to defeat them. #My major problem was the attacks from two sides and the power of enemy units (especially at night).
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  • ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen w ...would it really be a big issue if we moved one a little back so that their units wouldn't be in the range of the other keep in one turn? please? And if that
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  • ...once when I moved close enough to sight them, and again when one of their units moved on their turn. I don't know what caused this, although I suspect that ...it is placed on the hex where the last scorpion died. The next one of your units to move onto that hex immediately takes the ring. I would suggest adding in
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  • ...My poor peasants were slaughtered easily, until I got about two leveled up units on the field. 8/10 ...erience. The orcs seemed to naturally gravitate towards slaughtering those units with more than 3 exp.
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  • ...the enemy leader starts with too many villages, which allows him to spawn units like crazy, which ...io? surviving , since the army the oposite leader sends masses of levelled units.
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  • #I noticed that aside from a couple of scouts, the bulk of the AI's units reached me and attacked during dawn which put it at a disadvantage. #The AI should be given some level two units, perhaps Goblin knights would be appropriate.
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  • #No changes needed. Good scenario for leveling up your units. #Scenario difficulty: 5. Not so hard scenario. If you recall high level units and use them properly there would be no problems here.
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  • Third, I found summoning units in special menu to be quite irritating, I would suggest making a quick sum
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  • ...'t know each village would spawn around 3 new enemies, also everyone of my units the enemy killed gave him another, totally screwed.
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  • 8) in need of high-lvlv units 8) again units
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  • This is a cool campaign! You get to kill almost all the units in Wesnoth.
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  • Southern orcs are mostly neutral, in comparison to the standard orcs. Few units remain chaotic, so they are good during the night or in the underground. == Core units ==
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  • | Adjacent friendly units || || 隣接する友好的なユニット || わかりにくい?「隣 | friendly units || || 友好的なユニット || わかりにくい?「友軍ユニッ
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  • ...es - its not realy the most hard part to save her when you have the flying units but there is a pinch in the enemy - they concentrate to atack you(which is ...keep to stand back and leave instantly the level without loosing gold for units.
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  • | wielders=All units except for Elvish Avenger and Elvish Ranger ...and Elvish Ranger learn nothing meaningful from this book. Therefore, all units except for these 2 unit types can pick up and read this book.
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  • ...t.php?mode=viewprofile&u=113928 Pentarctagon] - ''Updated the Era of Magic units. '''CUSTOM UNITS
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  • * Write a system to attach 'behavior instructions written in lua' to specific units * Write a peacefull mob AI (independant units that flee all other unit and graze peacefully when far enough)
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  • [+units] {campaigns/Heir_To_The_Throne/units}
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  • ...ly against you so there shouldn’t be too much of a problem. Just recruit units that are ok or good on the type of terrain and quickly finish the objective
    3 KB (542 words) - 18:57, 6 April 2014
  • ...ly against you so there shouldn’t be too much of a problem. Just recruit units that are ok or good on the type of terrain and quickly finish the objective
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  • ...of Control is the area or hexes in which your enemy cannot take with their units. ...ame. Two common ways of applying it is having 2 units one space apart or 2 units 2 spaces apart as shown on the diagram:
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  • ...thinking that there is no issue when going back one turn since two of your units missed 3 attacks each on a 70% hit chance but you’ll be surprised how bad ...e is no back-door to getting out of the habit nor is there one to get your units to hit all the time. Just put up with it and avoid going back one turn. Get
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  • ...erefore he is the only one allowed to take it and after 2 turns one of his units capture the village... yay finally. Now that is just some insane reasoning ...as you have larger amounts of troops to cover the field as well as cycling units from the front line. Villages are of great use in 2v2’s as well 1v1’s.
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  • Depending on the map size, a good build order is to recruit a few units then migrate to another keep. ...capture villages (Cheap units should capture the closest and fast scouting units should capture villages that are a far away).
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  • <b>I wish to reorganize the sprite system for units & terrain:</b><br /> ...a user friendly tool that allows the artist to name the frames in his/her units spritesheet and saves the needed data into WML for use.(more on that ahead)
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  • _main.cfg -> utils/*.cfg -> scenarios/*.cfg -> units/*.cfg
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  • ...ing it to change tactics to attack a different player or recruit different units.
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  • ..., their influence shouldn't go over the mountains. If sight is reduced the units influence should be lowered as well.</td> <td>The influence map should consider units that are weak to nearby enemy units and reduce their influence.</td>
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  • ...will not only last forever to calculate a good set of moves (with all the units, recruiting and recalling), it will also suffer failure when the factor of ...t combination of moves, which relies on the success of the attacks of some units. The first warrior’s attacks do not reach its target. The AI has foreseen
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  • utils/spritesheet_manager.py --create data/core/images/units/orcs/leader-spritesheet.png \ --add data/core/images/units/orcs/leader*.png
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  • ...resource also unaccessible for Lua AI scripts. (For example: If fog is on, units covered by fog for current player should not accessible to Lua scripts init ...ntrolled by the creator, which means the creator can view/add/remove/alter units on the virtual battlefield.<br/>It is good to make it possible using the sa
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  • ...efences they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your enemy from behind and the front us
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  • ...efenses they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your retreating enemy from behind with
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  • .... Not to mention the combined army may or may not have level 2’s or have units that are about to level. The same goes for 3v3’s or 4v4’s or 3v1’s et ...position, no players did anything wrong they just made the wrong choice of units and that happens in many wesnoth games. The only thing you could do is scou
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  • For example, say some we have two units. The attacker has 2 attacks (both arcane) and each attack does 5 damage whi ...the attacker kill the defender easily (the downside of resistances). Some units have high resistances to certain attack types and really low resistance to
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  • ...h a standard unit filter in order to automatically apply itself to all new units created which match the filter.<br/> ...[group] tags and assign one-time [[StandardUnitFilter]] groups to relevant units. -- Due By August 7th
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  • == Core units == == Level 2+ units ==
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  • == Core units == ...ior that can easily killed weaker foes, but can die when fighting stronger units. Great against mages and anyone who have weak melee attack. Not useful agai
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  • For example, many units will have 20%-30% defence on shallow water or deep water (like undead armie ...is a set process to this and the outcome that you always want is that your units are on terrain that gives them high defence and the enemy is next to you (o
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  • ...know how to counter it properly. Well one strategy was to just kill a few units on one side and run away through there. ...area and contained, whilst separate their concentrated fire amongst other units or just too simply crush the enemies army. Follow-up tactics like village t
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  • ...o flaws such as goblin spearmen (ftw). Some examples of traits for level 1 units + are:
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  • ...of any Wesnoth player. What is unit composition? To put it simply: ‘What units make up your army’ or ‘What is your army made out of?’. ...ver this build costs more than the first, is less versatile and individual units lacks the ability to support itself.
    6 KB (1,077 words) - 19:17, 6 April 2014
  • ...s right I’m talking about the ‘Special’ abilities that only certain units have such as horsemen, ghosts and drake arbiters. So truthfully, almost half the units per race have some sort of special abilities and really, just use them when
    5 KB (871 words) - 19:00, 6 April 2014
  • 1) Being able to hide your units from your enemy’s line of sight is a wonderful advantage for setting up a 2) To bait your enemy with false intel so that he/she recruits redundant units and waste their money (Very risky, not many people do it and succeed and if
    3 KB (646 words) - 19:16, 6 April 2014
  • The number of random traits given to units of this race.
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  • ...the game should confirm that the user really meant to end their turn if no units have moved.
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  • ...d the bank at the same time. The idea is to save money early game (thus no units, meaning less upkeep) whilst controlling more villages. As you have a low u So by turn 5 or 8 you would have enough gold to recruit around 5 units per turn, on average.
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  • This stage executes formulas that are attached directly to specific units. To set it up, simply put the following code into the AI's [[SideWML|[side ...ormulas can be attached to any unit on the map. If the order in which the units do their moves matters, a priority can be set:
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  • * When it is on the guard position, it is left free to attack enemy units that are within range, but may not do any other moves. ...hese other CAs, but then it would not be available for other, non-guardian units of the AI side either. A better way to deal with this is to remove the mov
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  • ..._and_Candidate_Actions|candidate action]] that applies to all swamp lurker units of a given side: ...greater than 50% (it then further prioritizes by chance to kill ''loyal'' units):
    12 KB (1,938 words) - 07:56, 19 April 2023
  • ...e not necessarily draw in this perspective). Also remember that '''Wesnoth units are not drawn in the perspective discussed here.''' This perspective is uni ...cube, drawn in the same perspective. The height should technically be 3.16 units or so, but 3 is close enough to be used for this well-aligned rotation:
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  • * [[BuildingUnits|Units]]
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  • |[[WML_for_Complete_Beginners:_Chapter_6|6 - Custom Units]]
    2 KB (215 words) - 18:56, 29 January 2023
  • ...danach zu modifizieren. Alle Einheiten des Spiels können im <i>data/core/units</i> Verzeichnis gefunden werden. (siehe [[EditingWesnoth]]) ...en. Die Einbeziehung dieses Verzeichnis sollte aber in einem <b>[+units][/units]</b> tag Paar erfolgen. Für Beispiele siehe [[AddonStructure]].
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  • ===Units - Ƿihta===
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  • ...e to form defensive lines, block enemy units from reaching your vulnerable units, etc.
    2 KB (356 words) - 12:06, 5 April 2012
  • # protect units close to level up better. ...it possible for an ally to save you (by retreating the leader and critical units, for example)
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  • ...things like possible enemy moves "in the future", after you've moved your units to the planned positions. To achieve this, it builds an internal future sta ...any kind of game event took place, WML scenario code can erase and replace units at will). See for instance wb::move::apply_temp_modifier(). Another, more r
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  • ...ve itself difficult on the spot since that game sure has lots of different units.
    20 KB (3,689 words) - 03:06, 21 March 2013
  • *effect_map_ <-- maps units' address to a vector of effects, unit currently have.<br> ...idated hexes - added to common invalidated_ set in display class. Similary units that require redrawing - added to unit_list_.<br>
    25 KB (4,086 words) - 03:07, 21 March 2013
  • ...gh yet. However I would consider to detail what I've intended for "recruit units that are more useful" for I suppose it's highly connected with the rest of * AI mission objetives: chase, retire, kill specific units;
    15 KB (2,631 words) - 03:10, 21 March 2013
  • ...itions between scenarios should also be improved to make transfer of gold, units and recall lists easier for campaign designers. Other functionality, such a ...write the transitions between multiplayer campaign scenarios so that gold, units and recall lists etc. can be transferred properly and without the workaroun
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  • ...object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered).
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  • #protect units close to level up better. ...t possible for an ally to save you (by retreating the leader and #critical units, for example)
    29 KB (4,171 words) - 03:15, 21 March 2013
  • ...egy is to stick together the troops and create the defencive line. All the units ...f zone of control factor the best way would be to make defencive line with units.
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  • Using the whiteboard feature a user can set several units to attack a single enemy unit but currently there is no way for the game to
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  • *Withdraw wounded units out of harms way, preferably to a place where they can be healed. *Form defensive lines to minimize the threat to more fragile units
    12 KB (2,072 words) - 23:32, 20 March 2013
  • ...s heal and putting units in a better defense position. To minimize loss of units for the AI. -move injured units to safer positions, or places they can be healed.
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  • * To consider enemy and allied units together as to create great counter-unit mix ...strategy ("defensive", "agressive", etc.) and to set limits on particular units
    7 KB (1,145 words) - 03:20, 21 March 2013
  • ...y clicking the Dismiss button in the Recall Unit dialog when there were no units possible to recall.
    2 KB (317 words) - 19:07, 21 November 2020
  • ...d all have their own imperfections, the idea is send them out in groups of units that compliment each others strengths and weaknesses. This will allow them
    10 KB (1,715 words) - 00:00, 21 March 2013
  • ...as the single unit attack. The shift modifier allows selection of multiple units at once. The attack functions and chance preview need to allow for array or ...dialog to allow up to 6 attackers in columns of 3. The display of multiple units will have the same organic look-and-feel as the single attack dialog. After
    12 KB (2,176 words) - 03:21, 21 March 2013
  • * Add a paragraph in "Recruiting better units" following a [http://forum.wesnoth.org/viewtopic.php?f=8&t=36571&p=525919#p * Add a section in "Recruiting better units": Group analysis.
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  • * support easy limiting of recruitable units. * recruit units that are more useful
    36 KB (6,077 words) - 23:59, 20 March 2013
  • #* Variety of units recruited by recommended ML Recruiter is comparable to or better than RCA A #* Performance "out of the box" on known units likely to be strong
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  • ** <b>Large Battle</b> = large number of units on the battlefield, sizely maps * <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described
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  • ...AIs now correctly and consistently ignore hidden units and treat petrified units as blocking the hex they are on but having no effect otherwise, in the same ** It is not possible to re-include hidden/petrified units via the Standard Unit Filters (SUFs) used by some of the Micro AIs. In fact
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  • ...one machine disagrees with a replay file) about the game state, i.e. which units are where, how much HP they have, how much gold each side has, etc. More pr ...nt, that wouldn't make any sense, since it's not possible to have multiple units on the same hex.
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  • ...help them. In the ensuing battle in the catacombs, Lenvan raises the dead units of Prince Haldric's side into walking corpses. After the lichs defeat Princ
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  • * [http://www.wesnoth.org/units/ Na h-aonadan]
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  • ...A), that is, it attaches to a unit, rather than controlling all (relevant) units of a side. This means that: ...f this AI involves (at least) making the [micro_ai] tag work for arbitrary units (not just Jabb) and for an arbitrary set of waypoints. The controlled unit
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  • ...player. '''Fog of war''' (or more simply, '''fog''') limits visibility of units. ...ts turn in its current location. (This is not entirely accurate for slowed units, unless one assumes the unit is re-slowed before its next turn.)
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  • ...ts turn in its current location. (This is not entirely accurate for slowed units, unless one assumes the unit is re-slowed before its next turn.) Some units might have a vision range and terrain costs that are different than their m
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  • The game's "gender support" for units merely considers sex rather than grammatical gender; languages that have mo
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  • # support easy limiting of recruitable units. # recruit units that are more useful
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  • ...e to form defensive lines, block enemy units from reaching your vulnerable units, etc.
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  • * Allow 2 or more players to play the same side by splitting units among them. Suggested [http://forums.wesnoth.org/viewtopic.php?f=15&t=38683
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  • :The "canrecruit" key, if set to 'yes' allows this leader to recruit units. :The "recruit" key is a comma-separated list of all the units this leader is allowed to recruit. Our example Elvish Ranger is able to re
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  • ...me these folders "images", "macros", "maps", "scenarios", "translations", "units" and "utils" (again, make sure you spelled everything right, that you didn'
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  • {CAMPAIGN_DIFFICULTY EASY "units/human-loyalists/spearman.png~RC(magenta>red)" ( _ "Spearman") ( _ "Normal") {CAMPAIGN_DIFFICULTY EASY "units/human-loyalists/spearman.png~RC(magenta>red)" ( _ "Spearman") ( _ "Normal")
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  • The [filter] tag tells WML to apply this event only to units which match the filter. For example, what if I wanted to run my moveto eve These two events fire every time ''side 1'' kills one of ''side 2'''s units. When these events fire, here is what the player will see: "Take that!" ->
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  • Sometimes campaign authors only use mainline units in their campaigns. Other times, however, they may want to include a custom Create a new text file in the "units" folder inside the campaign folder. You could name this "my_first_unit.cfg"
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  • ...vigation|[[WML for Complete Beginners: Chapter 6|'''Chapter 6'''<br>Custom Units]]|[[WML for Complete Beginners: Chapter 8|'''Chapter 8'''<br>Non-scalar Var
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  • You will typically encounter Array variables when you need to store all the units or locations on the map that meet certain criteria. That is outside the sco
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  • ...can be derived in many different ways, from trivial(counting the number of units on each side) to really complicated(analysing the formation, grouping of th ...ayer takes his turn; (2) human players ends turn with a move of one of his units; (3) the RCA loop gains control and makes a request for a movement map, tha
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  • ...attack set appropriately it's possible to simulate attacking non-adjacent units). The second unit is the defender; it has to be on the map. local unit = wesnoth.units.get(unit_id)
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  • ...recruit the unit with the highest score, but in such a way that the mix of units on the map comes as close as possible to the mix represented by the scores. * Similar units get a penalty for being similar. Similar units are units in one advancement tree.
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  • This moves to side 1 all side 2 units except orcs. Please note how filter syntax is after all very close to natur ...no filter (and assuming ‘all_units’ is an array containing all created units in a scenario) we could write :
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  • ...this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been lai ...elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and
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  • ...d-skeletal/archer-die2-6.png~CROP(10,0,62,62)~RC(magenta>black),0,10)~BLIT(units/orcs/sovereign-lead-2.png~RC(magenta>black))~BLIT(items/burial.png~CROP(0,0 '''1.''' Image showing an Elvish Hero in an attacking position is units/elves-wood/hero-melee-3.png. So we start with it:
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  • a variable: units, locations, and some code blocks, but you can’t directly access to scenar image="units/elves-wood/shaman.png"
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  • ...of day heavily favoring units depending on their alignment. Moreover, new units are constantly trained - so, sometimes the best decision would be to defend
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  • ...een">'''''Help link for special ability plague was not linking back to the units'''''</font> ...tyle="color: purple">[High Priority]</font> Provide stats regarding game, (units used, advancements made etc) <br>
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  • *“Need to recruit units of type...X”. *Number of units in the first side / second side /...
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  • ...een">'''''Help link for special ability plague was not linking back to the units'''''</font>
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  • ...ot, but my trial and error there doesn't get units killed). I hate losing units because I know that I won't every have that same soldier again, which makes
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  • ...done by a simple path inclusion; it also must be wrapped in a <b>[units][/units]</b> tag pair, as such: [units]
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  • ...obal objectives) would play into recruitment in terms of recruiting faster units.
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  • ...s but there is (currently) no relation between the 2 as to say that the AI units involved can't interact(i.e they are too far and can't 'get close' to each ...ampaign in about 5 hours and then had to restart due to lack of high level units. I have played for about 10 days and am currently finding my way through at
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  • ...d villages) because I think these are the three factors that influence all units in the battlefield and tightly associated with three goals. See the [[SoC20 ...his way. But when some of them punch into the middle of the AI's line, let units retreat to one single side which is near to their leader(so they will not r
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  • ...ing like terrain, time of day (i.e. day / night), special abilities, enemy units’ status etc. ...has no defense in range, then we should attack that unit with heavy range units. Also while attacking we must try to surround the enemy from multiple direc
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  • *In all cases, units are advanced randomly if they level during another human player's turn. *#Allow players to right-click units and set a default advancement path during their turn (or even at any time,
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  • ...ith desktop version of the game, improve keyboard input to select actions, units, etc. Also, develop the mobile version of the game, i'm working with Androi
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  • ...perties, then adding commonly used events) and something for adding custom units (basic properties, assigning images to attacks and animations). ...(supporting basic tags like message, creating units, killing units, moving units).
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  • ...urn, such as attacking, village grabbing, recruiting or retreating injured units. ...on to other CAs. Once it gets to attacks, one of the units (or a group of units) might be selected to move off the castle and attack a close-by enemy. Now
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  • ...nerated wiki page listing all the advancements available for categories of units currently available in the campaign "Legend of the Invincibles". See [[LotI === 10% Increased Damage For Adjacent Units (Legacy of Kings) &ndash; LoK1 ===
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  • ...se-oriented, this unit's potential in avoiding hits is the greatest of all units.<br/> === Able to Deal Damage to Multiple Units with Faerie Fire &ndash; faerie1_boom ===
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  • ...n style='color:#808080'><i>If this unit runs out of moves with no adjacent units, it loses its attack that turn but gains its moves back.</i></span><br/> <span style='color:#808080'><i>All adjacent enemy units to a unit with this ability lose 2 hitpoints at the beginning of this unit'
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  • ...e1.15|0}} The <tt>units</tt> submodule contains functions for manipulating units on the map or recall list.
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  • ...vel mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommen ===Units===
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  • .../b> 目录不能通过简单的引用路径;它必须使用 <b>[+units][/units]</b>(<b>+</b>非常重要!)标签包裹,就象这样: [+units]
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  • ...palettes. But what can you do when you want to create your own, individual units? http://units.wesnoth.org/1.12/pics/core$images$units$monsters$fire-dragon.png
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  • ...the website served via http/https, including the front page, wiki, forums, units database, web archive for the add-ons server, and files server. The add-ons
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  • ...but you should not use a unit as the end location unless you are ignoring units, as it will cause no path to be found. The last argument is an optional tab * '''ignore_units''': if set, the path will go through units and ignore zones of control. Note: hidden enemies are always ignored, wheth
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  • * all units will have a grade from A to F
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  • The Horse and Sea Horse units have been added. Enemy units in Dark Forecast will no longer be able to move over impassable terrain.
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  • ...always make sure you have 2-3 fighters to keep the front-line, cover your units and preferably 1-2 more to replace them when some are wounded or dead. ..., fights will begin quickly. You'll rarely have too much units and cheaper units are a bit better value for money (except 0 lvl ones, those are situational)
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  • == Core units == ...rade to higher level if you have a "dextrous trait", or if you have enough units for slowing down enemies.
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  • * {{LuaGameOnly}} '''wesnoth.units.select'''(''unit'', [''show_movement'', [''fire_events'']]) ...possible arguments are the same in both cases. In other words, '''wesnoth.units.select''' can be called with a location instead of a unit, and '''wesnoth.i
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • * [https://units.wesnoth.org/1.14/mainline/en_US/Bowman.html Bowmen] * [https://units.wesnoth.org/1.14/mainline/en_US/Horseman.html Horsemen]
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  • #Your total units #Unit List: Lists your active units, including their map position.
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  • ...drakes led by [[Galun]] arrived at the Three Sisters and defeated all its units. Though Galun considered settling there, he chose to move on to the Great C
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  • ...s dans le jeu de base peuvent être trouvées dans le dossier ''/data/core/units'' à la racine des dossiers du jeu (voir [[EditingWesnoth/fr|cette page]] o ...pour ce dossier devra être compris à l'intérieur d'un tag '''[+units] [/units]'''. Voir [[AddonStructure/fr|cette page]] ([[AddonStructure|en]]) pour un
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  • The entire units module is only available in the game. It is not available to plugins or map === wesnoth.units.advance ===
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  • ...support the following basic keys. In addition, the [[LuaAPI/wesnoth/units|units]] module is treated like a metatable for unit proxies, so any functions def Some operations may not work on specific types of units. This will be noted wherever relevant.
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  • * Society is made up of magi, civilians, and soldiers, with the only units not fitting into this being sylphs (who typically function on their own) * In times of peace, elvish leaders are usually not military units (marshals, avengers, etc.); for representation in-game, sharpshooters are e
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  • <div class="tright" style="width: 300px; height: 300px;">https://units.wesnoth.org/1.15/pics/core%24images%24portraits%24dunefolk%24herbalist.png< ==Dunefolk units==
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  • Zooming in no longer causes some units to appear to be on an entirely different hex.
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  • image = "units/human-loyalists/bowman.png" ...effect on the ''[campaign]'' tag itself and will be used in scenarios (or units) instead. Example:
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  • The other aspect that sets LotI apart is custom advances. Most units have a new LotI-specific maximum advancement level. Once a unit advances p ...finer details. I also like to concentrate on speed upgrades for the main units early (just after making them hard to hit and/or bumping up their HP), whic
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  • ...t/recall lists, as well as available gold, are going to vary widely. Some units will rarely be available for recruiting, potentially preventing you access ...lages, and Delenia (Delly) south along the east edge. Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually
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  • '''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead. A lot of ...you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you
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  • ...ep so you can't rely on this. Don’t forget about using gems and items on units on the recall list. '''[WHU]''' A long scenario, without much opportunity to use low level units. About ten tiles southeast of the mouth of the path through the mountains
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  • ...o attack the forces you left behind. If you're going for XP, pick off his units a couple at a time with your spirits, '''[Thrash]''' Can configure Autorecall and to configure recalled units, but they don’t appear next scenario. Beelzebub will be at 18,8 if presen
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  • ...ish this one, you might want to go back and note a couple of good fighting units. ...r way into the eastern passage. If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial w
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  • '''[WHU]''' Recruit a lot of skeletal units, which are pretty much all going to die (again). The demons you will encou '''[WHU]''' If you happen to recruit any loyal units, consider leaving them back to protect them. Your skeletons will die prett
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  • ...ty). Some say you need to use redeem now because you won't have low level units to redeem later, I think this is just wrong, but at some point you're going ...can. Also, your enemies will be hard hitting, so get some good defensive units (I craft a lot of [[LotI_Items#Mastodon_.E2.80.93_craftable_as_any_armour|M
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  • You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illum '''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. U
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  • ...so that if you find yourself in trouble you can retreat, healing all your units. In some cases, if you kill a boss in one scenario and then retreat and co ...about every turn by planning where to position my Duke to benefit as many units as possible.
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  • ...e attack, and creates undead that can be used as fodder, a good choice for units with few powerful attacks, such as a paladin. At a minimum, lots of Konrad ...gang up on and kill demons as well at this point. Some of the ruins damage units and other do... I don't know what. Once you get past the demons, the fight
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  • === Out of sync the first time loading replay using custom units === Replays using custom units from add-ons will no longer fail to play due to an out of sync error when w
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  • ...amed ''[item]'', they don't do anything by themselves. For giving items to units, you have to use ''[object]'' inside ''[event]'', but that's for later. == Player's side units ==
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  • ...e/recall syntax: if we try to create a new unit with the same id as one of units on the recall list, the unit from the recall list will be recalled in the s ...encounter them during campaign/scenario development, and sometimes during units/multiplayer development as well. In their simplest form they can be express
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  • ...LotI Part I. Note that TBC varies slightly from LotI in that only certain units can pick up items (even gems). ...of your units is in danger, you can transport back here, with all of your units healed and cured and the townsfolk regenerated. And that's what you'll nee
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  • ...pick up items (even gems) and there are no recalls other than the special units that are automatically recalled. ...ter) and some support/fodder. Meanwhile, Krux recruits a steady stream of units to protect the allied leader (not an objective, but you need him for his in
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  • * [[BuildingUnits|Custom Units]]
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  • === Out of sync the first time loading replay using custom units === Replays using custom units from add-ons will no longer fail to play due to an out of sync error when w
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  • == How to add an era's units to World Conquest's enemy selection pool == # This is used to force assign the mentioned trait to certain units
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  • ...die Angabe des Einheiten-Ordners '''units'''. Diese muss immer von <code>[units]</code>-Tags umschlossen werden: [units]
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  • Many of the new monster/fauna units previously added to 1.17 have had the XP required for them to level up adju
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  • == Core units == == Level 2+ units ==
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  • == Core units == ...h strong arcane damage. Not good at first recruit, because you have better units for village grabbing. Arcane drakes are good against "not normal" enemies,
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  • ...rm this units very well during the night. Also, keep distance from slowing units, because slowed lancers are a great target and they will die quickly. Make ...have weaknesses like classic duelists, but they are also not a skirmisher units. Ranged damage is solid, so you can mass these guys, if you have enough gol
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  • ...ful leaders</li><li>Quick killing with undead cavalry</li></ul> || <ul><li>Units are very weak when damaged</li><li>Bad in defensive</li><li>With limited Zo ...or cure from poison</li><li>Weak during the night, can be overrun by more units easily</li></ul>
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  • ...e opening.fai contains the following code. All it does is recruit specific units on the first few turns, as well as spreading the initial recruits out in sp ...the FormulaAI feature. It's not a special stage that iterates over all the units to run their formulas. Instead, you simply add a candidate action (or a mic
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  • Standing animations for the Walking corpse and Soulless units have been added, as well as for their mounted variants.
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  • === Monster units === A dragonfly line has been added with the units Dragonfly Naiad, Dragonfly, and Grand Dragonfly.
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