--- Log opened Sat Jul 28 00:00:25 2018 20180728 00:00:45-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 00:00:51-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 00:49:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 00:49:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 01:42:22-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 01:42:28-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 02:13:12-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 02:13:18-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 03:37:59-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 03:38:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 07:40:50-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180728 07:46:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 07:46:09-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 08:42:05-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180728 08:48:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 08:49:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 09:24:59< hk238> hmm I'm out of ideas what features could there be in 'afterlife'? :D 20180728 09:34:23< zookeeper> i guess the most obvious one would be that you can't die, but only get temporarily debilitated or teleported when you're "killed" 20180728 09:50:00< hk238> :D 20180728 10:39:36<+discordbot> using more dry and autumn ot tropical terrain may be a possibility too 20180728 10:42:16<+discordbot> I'm not really used to the AI syntax. Is it possible to add passive_leader=yes midgame (with [modify_unit] without overwriting the rest of the AI settings? 20180728 10:55:04< zookeeper> how/why does one associate dry/autumn/tropical with afterlife? O.o 20180728 11:00:49<+discordbot> Thinking of destroyed environment and climate changes… But I mixed afterlife with afterapocalypse 20180728 11:04:09< zookeeper> oh. right. 20180728 11:10:36-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 11:10:42-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 11:22:09-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 11:22:15-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 11:47:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 248 seconds] 20180728 12:03:44-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20180728 13:30:42<+discordbot> @sevu yes, you can change passive_leader mid scenario without affecting the rest of the AI, but it's a side setting, not a unit setting (so you need to use [modify_side]) 20180728 13:45:52<+discordbot> Thanks. I meant [modify_ai] instead [modify_unit], does this work too? 20180728 13:46:07<+discordbot> And I would have some more AI related questions… 20180728 14:02:05<+discordbot> [modify_ai] works too, but for simple aspects, the modify_side syntax is much simpler. 20180728 14:02:50<+discordbot> And I suggest you check with :inspect whether it works, as changes to the AI can be quite subtle. 20180728 14:03:07<+discordbot> meaning that you can only use composite aspect syntax with [modify_ai]? 20180728 14:03:09<+discordbot> *whether it worked 20180728 14:03:15-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180728 14:03:27<+discordbot> I believe so. (That's at least how it used to work) 20180728 14:03:53<+discordbot> I just did for that one case, and it turns out that the full list of parameters were for no reason added to that tag, worked out fine 20180728 14:04:32<+discordbot> The other thing… I saw the discussion a few days ago about avoiding villages 20180728 14:05:06<+discordbot> How would one remove the recruitment CA... and can it be added after a few turns? 20180728 14:05:20<+discordbot> Yes, to the latter question. 20180728 14:05:21<+discordbot> ähm... village CA 20180728 14:05:34<+discordbot> And to remove it, you do that with [modify_ai] as well. 20180728 14:05:52<+discordbot> Or use one of the macros that does it for you (which use [modify_ai] internally. 20180728 14:06:52<+discordbot> removing could be in the inital [side] setup. basically it should not be active in the first turns, where the AI anyway owns most villages. 20180728 14:08:00<+discordbot> Hmm, not sure if MODIFY_AI_DELETE_CANDIDATE_ACTION works in the [sdie] thag 20180728 14:08:26<+discordbot> MODIFY_AI_ADD_CANDIDATE_ACTION does 20180728 14:08:39<+discordbot> But even if the former does not, you can do it in the prestart event 20180728 14:09:21<+discordbot> The other option would be to set up the ai in the [side] tag without the villages CA in the first place, but that's probably not necessary. 20180728 14:12:25<+discordbot> This was my first thought... but if that means in including the ~10 macros for setting up the AI by hand, then prestart would indeed be better 20180728 14:14:05<+discordbot> Yes, that's what it means. For AI behavior, it really doesn't matter as it results in the same setup. Just a question of how you want to write your code. 20180728 14:15:13<+discordbot> From the wiki: "Note that the [modify_ai] tag can be used both in [event] tags and in side, era or modification tags, meaning it can also be used to change the AI configuration at game setup time." 20180728 14:15:35<+discordbot> So you should be able to use the DELETE macro right in the side tag as well. 20180728 14:15:45<+discordbot> I will test 20180728 14:15:46<+discordbot> Which makes sense, since I know that the ADD macro works. 20180728 14:16:17<+discordbot> The SIDE parameter is meaningless in that case, but I always set it to the active side anyway. 20180728 14:16:37<+discordbot> Just because it "looks weird" otherwise. 😛 20180728 14:21:55<+discordbot> https://github.com/wesnoth/wesnoth/blob/master/data/core/macros/ai.cfg#L96-L107 20180728 14:22:44<+discordbot> Is stage_id always "manin_loop" ? The code example there seems incorrect, with one parameter less. 20180728 14:23:56<+discordbot> Yes; and yes those examples are wrong 20180728 14:24:52<+discordbot> https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/The_Rise_Of_Wesnoth/scenarios/15_A_New_Land.cfg#L97 20180728 14:45:20<+discordbot> Hmm, I have somewhere an syntax error, takes somewhat long to find it today… 20180728 15:23:23<+discordbot> stupid mistake, as always… 20180728 15:44:05<+discordbot> I see that even without the village CA (checked it with :inspect) the AI, while having nobody in range, still goes for villages. I seems they act less smart though. setting village_value to 0 is what let's them not go for villages anymore, regardless of having village CA or not. 20180728 16:42:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 16:42:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 17:01:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 17:01:09-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 17:27:08<+discordbot> What do you mean with "go for villages"? Move onto villages, or move into the direction of far away villages? 20180728 17:27:51<+discordbot> Well, I mean not necessarily literally "far away", but out of reach on the current turn. 20180728 17:39:10<+discordbot> Yes, that happens. Though, it were Footpads, scouts, scout_village_targeting may have an influrence. 20180728 19:45:27-!- sevu [~Shiki@p54854E7C.dip0.t-ipconnect.de] has joined #wesnoth-umc-dev 20180728 19:56:18-!- sevu [~Shiki@p54854E7C.dip0.t-ipconnect.de] has quit [Quit: Verlassend] 20180728 20:03:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180728 20:12:20-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20180728 21:33:07<+discordbot> does random_traits=yes not work with leaders in [side] tag? none of the sides I use this in get any traits 20180728 21:33:34<+discordbot> well I suppose I answered my own question. I thought I recalled it working in the past, though. 20180728 21:34:55<+discordbot> it works though in side tags with inside [unit], while this unit can be a leader too 20180728 21:35:39<+discordbot> Wait so I need to use the unit tag for the leader within the side tag if I wanted to use random_traits? 20180728 21:36:50<+discordbot> yes, though that is rather a workaround. and, you would to have no type key in the side tag, so no leader is generated (and force_leader=yes, if it is an MP map) 20180728 21:37:03<+discordbot> *lock_leader 20180728 21:37:15<+discordbot> I guess I'll just stop being lazy and manually assign them traits lol 20180728 21:47:44<+discordbot> frankensteined model using default assets 20180728 21:47:44<+discordbot> https://cdn.discordapp.com/attachments/442775044590927873/472882873548931113/Footman.png 20180728 21:47:54<+discordbot> (it's a first-tier unit) 20180728 21:49:34<+discordbot> i used the Sergeant for the weapon, Spearman for the shield (the Sergeant has a small kite shield, not a fully round shield like the Spearman), Bowman for the head, Spearman for the face (didn't like the yellow-ish look so i frankensteined some pixels from the Spearman to fix it), and the rest is the Footpad 20180728 21:50:16<+discordbot> oh and also the Assassin for the belt buckle, the gold part specifically, i applied a black & white filter to it to obtain the silver look 20180728 21:53:00<+discordbot> very cool 20180728 21:53:37<+discordbot> i know you can use [have_unit] to check for a unit. is there a way to check if you have a unit in the recall list? 20180728 21:54:13<+discordbot> search_recall_list: (Optional) If 'yes', search through recall list too. (Default is 'no') 20180728 21:54:17<+discordbot> Nevermind! 20180728 22:00:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20180728 23:32:35-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 23:32:41-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 23:49:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180728 23:50:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180728 23:57:47<+discordbot> is there a way I can change a flag's color to another color? Like I want a green flag to be purple, for instance. {FLAG_VARIANT knalgan} 20180728 23:58:28<+discordbot> sorry I meant 20180728 23:58:37<+discordbot> a side that's color is green, to be purple 20180728 23:59:26<+discordbot> to have a purple flag --- Log closed Sun Jul 29 00:00:27 2018