Search found 13 matches

by ichbinsehselber
December 5th, 2019, 3:49 pm
Forum: Scenario & Campaign Development
Topic: Half Civ era
Replies: 27
Views: 4250

Re: Half Civ era

This is a great add-on. Thank you a lot for the work! It is well playable against the AI. There is one item which I don't understand: Why does the unit description always seem wrong. All the ships refer to boat and all the other units also seem to link to incorrect entries in the unit documentation....
by ichbinsehselber
February 28th, 2016, 7:31 pm
Forum: Faction & Era Development
Topic: Battleground Europe - V1.0 - WWII realism
Replies: 12
Views: 7250

Re: Battleground Europe - V1.0 - WWII realism

Very interesting! Thanks a lot for your work. I just play tested the river scenario playing in the middle vs AI. The top AI performed even worse than expected. When I went there pretty quickly it didn't have recruited any units. The lower AI did a bit better having 3 or 4 units, which is still very ...
by ichbinsehselber
November 13th, 2015, 2:12 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.1.3
Replies: 992
Views: 172268

Re: To Lands Unknown v1.7.1 with 3D rendered maps!

Bug report: Started trying the single player campaign with the latest wesnoth version 1.12.4 there are some errors at the start: invalid wml found "damaging aura" follows a deprecated format for its descrption using its name as the first line. Support for that format will be removed in 1.12 invalid ...
by ichbinsehselber
November 19th, 2014, 11:06 pm
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 443
Views: 97712

Re: Galactic Empires (MP Sci-fi Scenario)

The concept is nice and interesting. It is apparently designed for multiplayer.
Is there any plan to teach the AI to deal with this mod? (stupid I attacks neutral planets instead of colonizing them and probably more issues)
by ichbinsehselber
November 19th, 2014, 3:58 pm
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 443
Views: 97712

Re: Galactic Empires (MP Sci-fi Scenario)

Mabuse wrote:Use the Galactic Empires ERA along with the map, else it will not work.
Thanks, it is now working!
by ichbinsehselber
November 19th, 2014, 11:15 am
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 443
Views: 97712

Re: Galactic Empires (MP Sci-fi Scenario)

Thanks for your quick reply Computer_Player. In my display preferences the show haloing effects is turned on (checked) Right clicking on my hq should supposedly allow population control - does not work. The worker is not created as it should. I have only the HQ and the planet. Tried to play a differ...
by ichbinsehselber
November 18th, 2014, 8:34 pm
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 443
Views: 97712

Noob needs help

Hi, I am new to your mod / scenario. I just downloaded the addon Galactic Empires Version: 2.9.2 from http://addons.wesnoth.org/1.10/ extracted it under Wesnoth 1.10.7 and tried to play the tutorial. But there were several problems: - did not see a floating brown number (as the tutorial said) - coul...
by ichbinsehselber
November 18th, 2014, 8:09 pm
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 158
Views: 37831

Re: Cities of the Frontier - now for BfW 1.11

I just wanna say thank you for this nice mod / campaign! Just played it till the start of autumn. And the building really makes it interesting. Enjoyed it! Played it with the current dev version and the triggers all seem to work fine (as far as I can tell) As an optional extension I propose to add s...
by ichbinsehselber
September 8th, 2006, 10:08 pm
Forum: Release Announcements, Compiling & Installation
Topic: compiling almost done - problem with global.hpp
Replies: 6
Views: 1916

after putting the libfreetype.lib as provided by Xan into the path, more linking errors appear: Generating Code... Linking... about.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification loadscreen_empty.obj : error LNK2005: "public: void __thiscall loadscreen::set...
by ichbinsehselber
September 8th, 2006, 9:55 pm
Forum: Release Announcements, Compiling & Installation
Topic: compiling almost done - problem with global.hpp
Replies: 6
Views: 1916

thanks you, zaimoni!
now I have the same problem as Saragar describes in a different thread (http://www.wesnoth.org/forum/viewtopic. ... 6227148cd5)
I'll try and see, if the instructions there help me.
by ichbinsehselber
September 8th, 2006, 4:06 pm
Forum: Release Announcements, Compiling & Installation
Topic: compiling almost done - problem with global.hpp
Replies: 6
Views: 1916

it is very strange that the include global.hpp does not cause an error in some of the files
by ichbinsehselber
September 8th, 2006, 3:08 pm
Forum: Release Announcements, Compiling & Installation
Topic: compiling almost done - problem with global.hpp
Replies: 6
Views: 1916

3.) playlevel.cpp is solved. It seems that this file has been removed in one of the latest release versions
by ichbinsehselber
September 8th, 2006, 2:29 pm
Forum: Release Announcements, Compiling & Installation
Topic: compiling almost done - problem with global.hpp
Replies: 6
Views: 1916

compiling almost done - problem with global.hpp

I am trying to compile wesnoth on visual studio 8 for the first time. I use the instructions made by wintifax. In some cases I use more current versions of tools. I have been able to fix most problems. There are some left now (apart from warnings of deprecated functions): 1.) 17 times the following ...