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  • * WML parameterisation: The recruitment pattern will be improved to allow scenario editors to be more specific on which units should be recruited. ...r:1px dotted #AAA;padding:5px;"|Support new WML markup, getting closer the scenario editors and the community to understand what should be configurable. What a
    34 KB (5,773 words) - 19:55, 20 March 2013
  • ...In addition, the neural nets used by ML Recruiter are serialized as .json files, which is a format Wesnoth has not yet contained. So why is this patch wor ...ld:100 --parm 2:gold:100 --parm 1:village_gold:2 --parm 2:village_gold:2 --scenario multiplayer_Weldyn_Channel --parm 1:gold:100 --parm 2:gold:100 --ai-config
    30 KB (3,821 words) - 15:54, 25 October 2019
  • * Micro AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming ...easible, but adapting it to work (only) in the specific setting of a given scenario is often quite simple. If you do not know how to do this, please post a mes
    115 KB (19,006 words) - 17:35, 16 August 2023
  • OOS is an error that occurs in a Wesnoth multiplayer scenario or a replay when two machines disagree (or one machine disagrees with a rep ...g mismatched game files, or even by cheating, but it is commonly caused by scenario designers / add-on makers writing unsafe code. This page is about how to wr
    14 KB (2,373 words) - 08:03, 19 April 2023
  • ...master/scenarios/healer_support.cfg healer_support.cfg] is an example of a scenario that uses a Micro AI and the [micro_ai] tag. ...uick look at it and keep it in mind as a reference for the code in the Lua files you will be working with.
    23 KB (3,948 words) - 03:24, 16 November 2022
  • WML (the wesnoth specific scenario language) ...feel comfortable with it and the assignments are not that big in number of files. For compiling and debugging I use gcc and gdb and the linux terminal.
    12 KB (2,142 words) - 12:39, 22 April 2013
  • '''''Scenario file''''' [scenario]
    28 KB (4,620 words) - 16:16, 4 July 2013
  • ...derscore but without the quotes). Make sure you select a save-type of 'all files' and not 'text document (.txt)' for this file. If you selected 'text docum ...''path''' specifies a path to the directory where the compiled translation files will be stored. This should be a file inside the campaign directory. Right
    11 KB (1,732 words) - 19:52, 29 January 2023
  • To make the game notice changes to the WML files, either press F5 on the title screen, or start the game from the command li ...erthing in the prestart event is done during the loading-screen before the scenario begins. To create this event, we use the following WML:
    17 KB (2,325 words) - 20:35, 29 January 2023
  • ...end, the ''WML-based database backend''. This backend would use WML config files and would serve as an example to implement new backends. ...ols/dependencies make this challenge still more difficult. To improve this scenario, the proposed addon server should host the translations itself.
    18 KB (2,796 words) - 06:51, 22 April 2015
  • ...ly, simulate, calculate result. Repeat a few times and take the worst case scenario. If the evaluation is quick, it may be repeated many times (controllable by ...ple and might give good results, and can always be used as fallback if the scenario involves many units. Also, it's always good to have plan B.
    31 KB (5,133 words) - 10:14, 22 May 2013
  • ...executes a file. The rules for locating the files are the same as for WML files, except that they require a ''.lua'' extension instead of ''.cfg.'' Any ext ...discarding any additional ones. If the module is a directory, then all lua files are loaded, and a table containing the resulting modules is returned, with
    40 KB (6,092 words) - 18:12, 17 April 2024
  • * To save gold for the next scenario when the enemy is almost defeated ...ated list containing unit types, usages, or levels. This is meant to let a scenario editor make an easy hack for making the AI recruit more units of a specific
    21 KB (3,118 words) - 05:25, 27 February 2024
  • Actually, it’s just like folders and files on your hard disk. Each name/value pair is like a file, ...units, locations, and some code blocks, but you can’t directly access to scenario
    48 KB (6,497 words) - 12:57, 17 July 2019
  • ...modifications that might be useful to the users. Wizards should include a scenario wizard and campaign main wizard, as these are the most painful to build by I'm not... but I'd be happy to give people the flash or swf files for the first two projects
    16 KB (2,529 words) - 21:12, 4 April 2014
  • ...ly <b>music</b>. Here we will assume you are creating a campaign or single-scenario add-on. ...os go in <b>maps</b> (see [[BuildingMaps]]. All configuration (‘.cfg’) files for scenarios go in <b>scenarios</b> (see [[BuildingScenarios]]).
    6 KB (1,068 words) - 22:51, 8 November 2020
  • ...er's cpp files. I think it would be make game more batter by changing this files. singleplayer-> select a specific scenario-> select AI level-> call multiplayer.cpp with player ac AI(user selected(no
    10 KB (1,742 words) - 11:34, 7 April 2014
  • ...and by the looks of it Battle of Wesnoth would also join my list(stuck on scenario 9 though) ...the game better but after that I kind of got a hang for it. I played upto scenario 5 in first campaign in about 5 hours and then had to restart due to lack of
    25 KB (4,396 words) - 03:34, 16 November 2022
  • *WML (the wesnoth specific scenario language) ...switch back to vim once I figure out a good way to manage large numbers of files.
    17 KB (2,856 words) - 03:39, 4 April 2014
  • ...or defines and similar things that are usually parsed out when reading the files. I think that they could be created through inheritance and a few modificat ...ustom abilities and weapon specials in UnitWML, maybe possible alternative scenario paths.
    14 KB (2,298 words) - 19:32, 14 April 2014

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