Search found 47 matches
I agree with Scott. Besides, JW, I didn't write the bug report, but whoever did had exactly the same problem I did. Which means it's happened at least twice. A problem that can be independantly replicated deserves attention and discussion, at least. I think the fix to the Tome would work just as wel...
- May 27th, 2006, 1:37 pm
- Forum: Technical Support
- Topic: Wesnoth not starting (Mac OS 10.2.8)
- Replies: 8
- Views: 2465
- May 5th, 2006, 2:45 pm
- Forum: Faction & Era Development
- Topic: The Dark Elves
- Replies: 465
- Views: 107565
- April 25th, 2006, 10:20 pm
- Forum: Ideas
- Topic: Wose Traits
- Replies: 15
- Views: 4368
I know messing around with the stuff that's defined in a movement_type is usually not seen as a good approach for a trait, but I think it makes sense for some Woses. A willow, for instance, gets improved movement in water, while an oak gets a 10% bonus to his blade resist and a redwood gets extra hi...
- April 12th, 2006, 7:09 am
- Forum: WML Workshop
- Topic: Request for AI tag
- Replies: 4
- Views: 1833
I just read in another thread that Casual User implemented a [target] tag that specified a hex as a target instead of a unit. If that works, it'd be the ideal solution to my problem. I'll try it and see what happens. If it works, the Wiki should be updated to reflect that [target] will take an x,y k...
- April 12th, 2006, 6:13 am
- Forum: WML Workshop
- Topic: Request for AI tag
- Replies: 4
- Views: 1833
Request for AI tag
I'm working on a scenario in which I want to specify a defeat condition using a moveto tag. I want the player to defend a specific hex against the AI opponent. It seems like the current AI WML won't let me set a hex for the AI to try to move a unit into, which seems like a funciton that a lot of peo...
- April 7th, 2006, 5:42 pm
- Forum: Ideas
- Topic: Shroud/Fog-piercing units (Split from Super Speedy Units)
- Replies: 22
- Views: 3466
Besides, they wouldn't see everything. Only the terrains where there movement is set to 0. An Elvish Seer could have movement 0 on forests, Saurian Diviner could have it in Swamps, Dwarvish Mystic in mountains, Mermaid Eye in water, etc.... To return momentarily to this, that plan creates a very we...
- April 5th, 2006, 8:30 pm
- Forum: Ideas
- Topic: Yet Anothe Silly Idea... burning fire
- Replies: 24
- Views: 4001
- April 2nd, 2006, 5:34 am
- Forum: Ideas
- Topic: RFC: terrain/map expansion/overhaul
- Replies: 7
- Views: 1845
- April 1st, 2006, 9:33 pm
- Forum: Ideas
- Topic: RFC: terrain/map expansion/overhaul
- Replies: 7
- Views: 1845
How would that affect units' movement and defense numbers? Presently, almost all units move and defend differently in, say, grassland as opposed to snow or desert. But if I read your proposal right, you'd reduce desert, grassland, and snow to a single character on each map (g), and simply draw on di...
- March 29th, 2006, 4:42 pm
- Forum: Ideas
- Topic: In 1-on-1 best of three games, allow recalls on third game
- Replies: 17
- Views: 3605
- March 28th, 2006, 9:43 pm
- Forum: Ideas
- Topic: In 1-on-1 best of three games, allow recalls on third game
- Replies: 17
- Views: 3605
- March 10th, 2006, 1:30 am
- Forum: Ideas
- Topic: Trait idea: Healthy (very weak regeneration)
- Replies: 51
- Views: 8575
- March 10th, 2006, 1:28 am
- Forum: Ideas
- Topic: Marksmanship Discussion.
- Replies: 73
- Views: 13638