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  • AI
    8 KB (1,245 words) - 01:26, 21 March 2013
  • {{SoC2010Student_2|achilles|SoC Ideas Lua AI}} [[Category:SoC Ideas Lua AI]]
    11 KB (1,897 words) - 01:19, 21 March 2013
  • * New multiplayer maps focused on player vs player vs ai (Hejnewar)
    6 KB (701 words) - 16:40, 24 November 2023
  • ===AI recruitment algorithm=== ...e at the same time. There should be a tunable parameter that will tell the AI to go either for a mass of low-cost low-quality units or few high-cost high
    7 KB (1,129 words) - 02:52, 6 March 2011
  • ...ed side matches only if it has this controller string. Sensible values are ai, human, and null. This key is disabled for networked multiplayer, since the
    4 KB (609 words) - 01:13, 25 February 2024
  • AI configuration can be written using WML. In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
    6 KB (941 words) - 16:22, 17 April 2023
  • 7. I would make my allied AI not that greedy on capturing Villages. 7.I would add another enemy AI to the scenario, and of another race.
    5 KB (760 words) - 03:02, 6 March 2011
  • '''How fun do you think the scenario is? (1-10)''' 1, AI turns take way too long (5+ minutes)
    14 KB (2,544 words) - 03:43, 21 March 2013
  • #*Bugs : The Human player is swaped with an AI bot, I can't play the game (only watch what the computer is doing, and he i #*Bugs : The bug with the AI player and bugs at start (fixed after manualy loaded)
    3 KB (419 words) - 03:02, 6 March 2011
  • ...o start with...I know it's Challenging but I would concentrate to make the AI smarter, harder to beat, and the player should be relaxed and concentrating : MAKE THAT AI SMARTER... maybe make it learn from the good players with some neural netwo
    21 KB (3,532 words) - 02:28, 31 December 2010
  • ...aged to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on ...so maybe it should be easier for me to escape so I do not have to kill the AI leaders to win.
    9 KB (1,580 words) - 03:03, 6 March 2011
  • Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficul
    5 KB (947 words) - 03:03, 6 March 2011
  • ...liance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any r
    12 KB (2,011 words) - 03:03, 6 March 2011
  • Glitches: At turn 3 or 4, the Ai retreated and didn't attacked, this is not the normal campaign behaviour, m
    6 KB (956 words) - 02:58, 6 March 2011
  • #Were there any particulary good/bad strategic decisions made by the AI? #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.
    9 KB (1,412 words) - 02:59, 6 March 2011
  • 5. The minor challenge was just completing the game without losing to the AI, the game gets really intense from here out.
    12 KB (2,080 words) - 02:58, 6 March 2011
  • | AI, mordante It was done on AI0867's machine using Crab's batch ai testing script (written in python, present in the repo in utils/ai_test) sl
    18 KB (3,078 words) - 17:43, 20 March 2013
  • * AI - ''Author of the Tritha faction.
    15 KB (1,981 words) - 13:18, 24 April 2015
  • <h3>Extend Wesnoth's Lua AI support and improve Wesnoth's AI</h3> ...I. The core capabilities were already added, but we need to integrate Lua AI scripts better.
    5 KB (893 words) - 19:18, 5 May 2023
  • <Crab_> so, if we have 'ai/ais/zzz' which, say, defines a macro, it might get included by campaigns/bb
    27 KB (4,496 words) - 18:16, 24 April 2023

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