Author: fendrin
Date: Thu Feb 11 18:18:16 2010
New Revision: 41161

URL: http://svn.gna.org/viewcvs/wesnoth?rev=41161&view=rev
Log:
More praise to lua and the ai.

Modified:
    website/start/1.8/template.html

Modified: website/start/1.8/template.html
URL: 
http://svn.gna.org/viewcvs/wesnoth/website/start/1.8/template.html?rev=41161&r1=41160&r2=41161&view=diff
==============================================================================
--- website/start/1.8/template.html (original)
+++ website/start/1.8/template.html Thu Feb 11 18:18:16 2010
@@ -143,6 +143,11 @@
 As a side effect it is now possible to have more than one leader with the 
ability to recruit per side.
 </p>
 
+<p>Another Google of summer result is a new framework for Wesnoth's artificial 
intelligence.
+The ai can now be scripted to reflect the needs of certain event based story 
settings better.
+Even possible but by far harder is the creation of a different ai that fits 
into the framework.
+</p>
+
 <p>A very helpfull little new tool is called the "gamestate inspector".
 A content developer can use it to view the values of the wml variables and the 
recall list ingame through a gui.
 </p>
@@ -168,7 +173,11 @@
 distinct tactical personalities.</p>
 
 <p>We kept the promise we made in 1.6 when we had to remove Python for
-technical reasons; WML events can now be written in lua.</p>
+technical reasons; WML events can now be written in lua.
+The integration of lua in the wesnoth game engine is advanced enough to even
+allow the coding of self defined action wml tags.
+This is the first time wesnoth allows the content developers to modify wml 
itself.
+</p>
 
 <p>It is now possible for translators to localize images in
 Wesnoth. For more information and tutorials, look at the wiki article


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