added not about writing AIs in lua
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@ -162,8 +162,8 @@ one leader with the ability to recruit per side.
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artificial intelligence. The AI can now be scripted to significantly
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change its behavior in different story settings and in response to
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campaign events, give enemy sides more distinct tactical
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personalities. It is possible, though not easy, to create alternate
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AIs that are also scriptable.</p>
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personalities. It is possible, though not easy, to use scripting
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languages (formula_ai, lua) to create alternate AIs that are also scriptable.</p>
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<p>A new tool called the <a
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href="http://wiki.wesnoth.org/CommandMode#Extra_Debugging_Commands">"gamestate
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@ -190,7 +190,7 @@ history timeline has been tweaked to eliminate various minor
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inconsistencies.</p>
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<p>We kept the promise we made in 1.6 when we had to remove Python for
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technical reasons; WML events can now be written in lua. The
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technical reasons; WML events an AI components can now be written in lua. The
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integration of lua in the wesnoth game engine is advanced enough to
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even allow the coding of WML action tags with lua definitions that can
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read and modify game state variables in the C++ core.</p>
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