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  • *ae -> ai *ae -> ai
    13 KB (1,879 words) - 03:11, 9 April 2023
  • ...t-size:83%">&nbsp;&nbsp;'''''droid''''' ''sida''&nbsp;&nbsp;växlar mellan AI och spelarens kontrol</span>
    8 KB (1,347 words) - 08:42, 24 May 2021
  • * [[Practical Guide to Modifying AI Behavior|Inteligencia Artificial]] - cómo crear y modificar una rutina de
    5 KB (780 words) - 02:26, 12 August 2017
  • * ''TEST'' validates test scenarios, including the AI demo scenarios and the WML unit tests, and requires ''SCHEMA_SHOULD_SKIP_TH
    3 KB (431 words) - 04:09, 15 June 2021
  • |Formula AI is still functional for the time being, but it is not maintained any more. ...s to a file with (not quite complete but useful) information about Formula AI functions and variables.
    17 KB (2,764 words) - 15:22, 7 April 2023
  • == Different Types of AI Modifications == Modifications of the AI behavior can be accomplished in a variety of different ways:
    32 KB (5,391 words) - 19:39, 15 July 2020
  • leandros holleman AI: Improve configuration and behavior in mainline campaigns I hope to change the dialog and behavior by implementing micro-Ai's, in existing scenarios with the end result being a more realistic NPC beh
    10 KB (1,666 words) - 05:06, 7 May 2013
  • I hope to change the dialog and behavior by implementing micro-Ai's, in existing scenarios with the end result being a more realistic NPC beh Yes, I selected AI: Improve configuration and behavior in mainline campaigns. I would like to
    10 KB (1,655 words) - 05:12, 7 May 2013
  • |Formula AI is still functional for the time being, but it is not maintained any more. This page lists Formula AI code examples that can be used directly in a scenario or as templates for f
    12 KB (1,938 words) - 07:56, 19 April 2023
  • | AI * It was discussed whether it was an idea to move Wesnoth-UMC-dev first but AI mentioned it was planned, but not for the near future.
    15 KB (2,506 words) - 05:09, 25 April 2023
  • ...pecific platforms, artworks (graphics and sound), translations, working on AI, encouraging UMC contributions or whatever you can think about in regards t
    18 KB (2,870 words) - 18:11, 24 April 2023
  • *Yes, AI: Refactor recruitment algorithm ...Smarter and more Human". I can think of a few very minor ideas to make the AI behave closer to a human than it currently is. These include purpose driven
    17 KB (3,075 words) - 18:10, 27 April 2013
  • ...e la véritable armée céleste ; j'ai donc mis une autre terminaison et j'ai choisi celle en « ain » par référence avec « romain » (empire célest ...avec une signification liée à l'occultisme et aux quatre éléments ; j'ai donc considéré comme correct de garder « élémental ». Pour le pluriel
    10 KB (1,582 words) - 18:16, 8 September 2013
  • * [[Wesnoth AI|Künstliche Intelligenz/KI]] - eine KI erstellen und dessen Verhalten bearb
    5 KB (659 words) - 06:11, 19 February 2022
  • .../files.wesnoth.org/addons/1.9/Colosseum_fast.tar.bz2 Colosseum with faster ai actions ]
    563 bytes (77 words) - 18:33, 13 April 2015
  • <h2>AI: Implement a 'total defense' strategy [12]</h2> Page for the idea: [[SoC Ideas AI Defense Strategies 2012]]
    2 KB (356 words) - 12:06, 5 April 2012
  • <h2>AI: teach the AI to play Wesnoth's mainline campaigns [3]</h2> Page for the idea: [[SoC Ideas AI Scenario Objectives 2012]]
    2 KB (288 words) - 12:05, 5 April 2012
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] <h4>Yigit Demirag : Development of AI to Play Mainline Campaigns in Battle For Wesnoth </h4>
    18 KB (3,078 words) - 00:26, 15 April 2012
  • <h2>AI: Make lua AI development and usage easier [2]</h2> Page for the idea: [[SoC Ideas AI Lua AI Usage 2012]]
    1 KB (152 words) - 12:04, 5 April 2012
  • * multiplayer scenarios vs the AI and vs players, with and without heavy WML scripting
    7 KB (1,116 words) - 04:06, 21 March 2013

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