--- Log opened Tue Sep 11 00:00:06 2018 --- Day changed Tue Sep 11 2018 20180911 00:00:06-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 00:00:12-!- janebot [~Gambot@206.189.184.60] has joined #wesnoth-umc-dev 20180911 00:00:16-!- janebot [~Gambot@206.189.184.60] has quit [Changing host] 20180911 00:00:16-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 00:04:52-!- celmin|away is now known as celticminstrel 20180911 00:17:39< celticminstrel> @RexExsenstion - You add Lua using a [lua] tag, which can go in a number of places. 20180911 00:18:15< celticminstrel> And the way you describe is the only way to modify the recruit cost of a mainline unit. 20180911 00:18:37< celticminstrel> (AFAIK) 20180911 00:18:55< celticminstrel> @RexExsention 20180911 00:19:08<+wesdiscordbot> your @ doesn't work 20180911 00:19:19< celticminstrel> Well the first one was misspelled. 20180911 00:19:25< celticminstrel> Oh both were. 20180911 00:19:28< celticminstrel> @ResExsention 20180911 00:19:40<+wesdiscordbot> ah okay 20180911 00:52:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 00:52:42-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 02:20:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 02:20:17-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 02:59:49-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 02:59:55-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 03:06:35<+wesdiscordbot> anyone know how I'd get the ai to move any unit to a particular hex as soon as it can, completely disregarding any available attacks? 20180911 03:11:02<+wesdiscordbot> @sigurdfd goto_x/y= 20180911 03:11:54<+wesdiscordbot> .... for some reason, I haven't tried that yet 20180911 03:12:18<+wesdiscordbot> The goto candidate action has the highest eval score of all CAs. It gets done first. 20180911 03:12:50<+wesdiscordbot> that's seperate from the [goal] moveto's? 20180911 03:12:51< celticminstrel> I just wish we had goto=loc_id too. 20180911 03:13:03< celticminstrel> goto_x/y are keys in [unit]. 20180911 03:13:20< celticminstrel> Nothing to do with [goal]. 20180911 03:13:38<+wesdiscordbot> Yes. [goal] is for the move_to_target CA. That has almost the lowest score. 20180911 03:13:49<+wesdiscordbot> As in, yes, it is different. 20180911 03:14:42<+wesdiscordbot> ok, so it sounds like what I want is to stuff every unit with a goto_x/y key, then update as I need 20180911 03:14:44< celticminstrel> Speaking of scores, it wasn't actually necessary to change a score from 1 to 5, was it? 20180911 03:15:24< celticminstrel> Your stated reasoning was to allow people to put things at even lower scores, but aren't the scores signed floating-point numbers? Or are negative numbers treated as invalid? 20180911 03:15:27<+wesdiscordbot> @sigurdfd You could also use the Goto Micro AI. That supports [filter] 20180911 03:15:55<+wesdiscordbot> celticminstrel: I think I changed it from 1 to 1,000, didn't I? 20180911 03:16:10< celticminstrel> I don't remember, but the exact new score is beside the point. 20180911 03:16:29<+wesdiscordbot> But as for your question, I think only positive number reslt in an execution. 20180911 03:16:44<+wesdiscordbot> I know for sure that zero means: don't do this. 20180911 03:16:55< celticminstrel> Hmm, okay. 20180911 03:17:10<+wesdiscordbot> I've never tried a negative number TBH. 20180911 03:17:15< celticminstrel> Still, floating-point means you could still add something at 0.5 for example. 20180911 03:17:36< celticminstrel> Admittedly it could get a bit ridiculous if someone wanted a lot of CAs with scores in that range. 20180911 03:17:37<+wesdiscordbot> Hmm. Never tried a non-integer either. Don't know. 20180911 03:17:45<+wesdiscordbot> Right. 20180911 03:17:54< celticminstrel> I thought they were floating-point, at least? I suppose I could be wrong. 20180911 03:18:04<+wesdiscordbot> Given that the next higher score is 10,000, I figured 1,00 was a good choice. 20180911 03:18:07< celticminstrel> Anyway it doesn't matter. 20180911 03:18:19<+wesdiscordbot> Right. I n a way it's completely arbitrary. 20180911 03:18:23< celticminstrel> Indeed. 20180911 03:18:47< celticminstrel> (What was that CA again anyway?) 20180911 03:19:44<+wesdiscordbot> move_to_any_enemy 20180911 03:20:09<+wesdiscordbot> It's just there so that the AI does something on maps with no enemy leaders and no villages 20180911 03:20:46<+wesdiscordbot> This gotoCA looks like what I want. Thanks mattsc, celticminstrel. 20180911 03:21:25<+wesdiscordbot> No worries. I'm always happy when I actually know the answer to something. 😉 20180911 04:11:11-!- celticminstrel is now known as celmin|sleep 20180911 04:44:29<+wesdiscordbot> @Tribes55 hm so when I try to start A Friendship Tested, it just gives me "Failed to load the scenario", not sure what's going on 20180911 04:44:47<+wesdiscordbot> I tried restarting wesnoth, and I've got the latest campaign version fromt he server 20180911 04:54:07<+wesdiscordbot> oooh i found the problem, for some reason when I tried a couple more times it gave me an actual error message 20180911 04:54:49<+wesdiscordbot> in 02_resist.cfg you line 380 you have the closing tag [/event] twice 20180911 04:57:13<+wesdiscordbot> oh wait that wasn't all apparently, now it gives me this: 20180911 04:57:18<+wesdiscordbot> The following add-on had errors and could not be loaded: D:\Documents\My Games\Wesnoth1.14/data/add-ons/AFriendshipTested/_main.cfg Please report this to the author or maintainer of this add-on. Details: Nested quoted string at ~add-ons/Obscured_Folklore_Era/units/saurians/Champion.cfg:20 included from ~add-ons/AFriendshipTested/_main.cfg:100 20180911 05:09:15<+wesdiscordbot> I told Edwylm about the missing quotation mark on the forum thread 20180911 06:25:34-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20180911 09:08:23-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 09:08:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 10:06:31-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180911 10:06:32< hk238> hi 20180911 10:16:03< hk238> hmm I just realized that due to the hexagonal grid strategy in north-south direction is different from east-west direction, I mean because there is no east-west direction, if players are facing e-w instead of n-s 20180911 10:16:04< hk238> :D 20180911 11:20:44<+wesdiscordbot> thanks inky 20180911 12:28:39< celmin|sleep> FTR hk238, a "steals" ability isn't too difficult to implement, I did it in my campaign (though you're fighting the thieves there). 20180911 12:44:18<+wesdiscordbot> I made an ability that would a random weapon (attack) from an enemy and add it to its own 20180911 12:44:35<+wesdiscordbot> But I decided not to actively use it in my mod 20180911 12:44:43<+wesdiscordbot> *that would steal 20180911 12:45:00<+wesdiscordbot> Was very interesting coding it, however 😃 20180911 12:59:29-!- celmin|sleep is now known as celmin|away 20180911 13:34:44-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180911 14:09:30-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 14:09:36-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 14:35:49-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20180911 14:59:50-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180911 17:04:22< hk238> stealing opponent's units and adding them to your units would also be kind of interesting, a little difficult to balance perhaps, but not impossible 20180911 17:05:12< hk238> for an example 'vampires' might be a faction that would thematically fit such an ability 20180911 17:05:55< hk238> so that let's say level2 vampires would have the option to capture a level1 or lower level unit, and you could have a maximum of 1 or 2 captures per such vampire 20180911 17:06:06< hk238> and then you could work out some conditions so that it's not too easy 20180911 17:06:19<+wesdiscordbot> Aye, that's perfectly doable, and would be fun to code too 😃 20180911 17:06:25<+wesdiscordbot> And hopefully fun to play as well 😄 20180911 17:07:28<+wesdiscordbot> sounds like hypnosis to me 20180911 17:07:35<+wesdiscordbot> classic vampire ability 😮 20180911 17:08:44<+wesdiscordbot> so maybe the captures have to stay within X radius of vampire 20180911 17:08:51< hk238> possibly although i was kind of thinking about something like, the unit becoming undead (trait) and getting something like a ghoul traitw 20180911 17:08:52<+wesdiscordbot> and can only be captured when weakened or something 20180911 17:09:11< hk238> which would cause the unit to have lower fire and arcane resistances and something like that 20180911 17:09:39< hk238> I guess hypnosis wouldn't imply undead traits but something similar might still be possible. Like some sort of 'stupor' condition that would go with the hypnosis 20180911 17:10:33< hk238> I think that would be interesting 20180911 17:11:23< hk238> also hmm if you would do the undead version then you could describe a slightly different 'ghoul' trait depending on type of vampire unit 20180911 17:11:54< hk238> another possibility could be something like 'bribe' ability, which would be applicable to a given list of units, where the capture involves paying a gold cost 20180911 17:12:26< hk238> also you could have some sort 'enslave' ability which could for an example work so that the unit gets placed in a cage, and then during each turn of being caged 20180911 17:12:32< hk238> there's a 20% chance for the unit to convert 20180911 17:12:44< hk238> and it could also be freed by allies 20180911 17:13:04< hk238> cages already work like that in campaigns anyway 20180911 17:13:04< hk238> :D 20180911 17:13:46< hk238> perhaps necromancer's could have something like 'control undead' although that doesn't make much sense when the only faction to have necromancers is undead, and the only faction to have undead is also undead 20180911 17:13:47< hk238> :D 20180911 17:17:01< hk238> pirates could steal your ships... and crew also! 20180911 17:17:02< hk238> :D 20180911 17:30:11<+wesdiscordbot> Things don't have to be balanced in campaigns (just somhow winablale). That opens all kind of abilities. (though you might want to take care that the AI stealing your leader let's you lose propperly) 20180911 18:02:08< hk238> Think there could also be a female version of general 20180911 18:02:09< hk238> :D 20180911 18:13:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 18:13:49-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 18:18:45<+wesdiscordbot> wouldn't look much different than male general 20180911 18:24:38< hk238> probably not.. I'm just having this dilemma 20180911 18:25:06< hk238> well I'm trying to create a map and into it place 'statues' with the caves of the basilisk method of some notable females in the history of computers 20180911 18:25:41< hk238> one of them would be Grace Hopper who was a programmer and also if I remember correctly a rear admiral in the U.S. Navy, so just wondering what would be an appropriate unit to petrify 20180911 18:26:52<+wesdiscordbot> li'sar? 20180911 18:26:54<+wesdiscordbot> 🤷 20180911 18:30:04< hk238> hmm Li'sar is in some campaign? I don't remember. Looking at the units database online it is probably inlcuded? 20180911 18:30:06< hk238> https://units.wesnoth.org/1.14/mainline/en_US/mainline.html 20180911 18:31:02< hk238> oh you can look at the campaign units from here as well 20180911 18:31:20<+wesdiscordbot> Httt 20180911 18:32:57< hk238> I probably need to copy the unit stuff from the campaign into this addon for it work :o 20180911 18:33:28< hk238> or is the Httt resources available directly as mainline? 20180911 18:34:49<+wesdiscordbot> I think you need to copy the units 20180911 18:39:28<+wesdiscordbot> Yep. I doubt mainline campaign units are automatically core. 20180911 20:09:29< hk238> https://forums.wesnoth.org/download/file.php?id=81888&mode=view 20180911 20:09:37< hk238> finished the first version of this map.. probably requires lots of work still :o 20180911 20:48:58-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20180911 21:18:48-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 21:18:54-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 21:20:17-!- gfgtdf [~Daniel@x4dbbea7c.dyn.telefonica.de] has joined #wesnoth-umc-dev 20180911 21:38:23-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20180911 22:01:08-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20180911 22:32:20-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20180911 22:40:48-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180911 22:40:58-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-umc-dev 20180911 22:45:15-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20180911 23:14:36-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20180911 23:37:42<+wesdiscordbot> Hey, does anyone know how to select every unit in the entire map and hide them? 20180911 23:38:00<+wesdiscordbot> In WML or Lua? 20180911 23:38:41<+wesdiscordbot> For Lua I'm thinking wesnoth.get_units. Would that work? 20180911 23:54:00<+wesdiscordbot> why not just hide_unit/filter 20180911 23:55:12 * celmin|away [Sep 11@1:04:22pm] hk238: stealing opponent's units and adding them to your units would also be kind of interesting, a little difficult to balance perhaps, but not impossiblehk238: Funny you mention that, because my campaign has that too. 20180911 23:55:24< celmin|away> [Sep 11@1:04:22pm] hk238: stealing opponent's units and adding them to your units would also be kind of interesting, a little difficult to balance perhaps, but not impossible 20180911 23:55:24< celmin|away> hk238: Funny you mention that, because my campaign has that too. 20180911 23:55:34< hk238> oh cool, which campaign is that? :o 20180911 23:56:35< celmin|away> The Black Cross of Aleron. 20180911 23:56:58< celmin|away> If you want to see the dominates ability you need to get the sorceress in the third scenario to join you. 20180911 23:57:07< hk238> I don't think I have tried that.. what type of unit stealing did you have? 20180911 23:57:25<+wesdiscordbot> @Yumi How would you dp such a thing? 20180911 23:57:37<+wesdiscordbot> @Yumi What would the filter be? 20180911 23:57:40<+wesdiscordbot> literally hide_unit in wml 20180911 23:57:41< celmin|away> It converts units adjacent to the dominator, but they convert back if they end a turn not adjacent. 20180911 23:57:45<+wesdiscordbot> you just put in a blank filter 20180911 23:57:50<+wesdiscordbot> and it hides all units on the map 20180911 23:57:56< celmin|away> That's also the campaign that has thieves stealing your gold. 20180911 23:58:01<+wesdiscordbot> @Yumi I thought that would be invalid. Thanks. 20180911 23:58:06< celmin|away> Only in one scenario though. 20180911 23:58:12< hk238> oh well I am infamous for stealing ideas 20180911 23:58:35< hk238> sorry just kidding, but it's quite a coincidence to suggest both features 20180911 23:58:45< celmin|away> Yeah. :P 20180911 23:58:51< hk238> but then they're pretty common 20180911 23:58:58-!- celmin|away is now known as celticminstrel 20180911 23:59:15< celticminstrel> Mind you it sounded like your idea of the unit-stealing isn't 100% identical to what I implemented, but... 20180911 23:59:17< hk238> charm animal is also unit stealing.. and since thief is already in the game 20180911 23:59:27< celticminstrel> Same basic concept. --- Log closed Wed Sep 12 00:00:03 2018