Search found 2382 matches

by beetlenaut
October 20th, 2019, 9:43 pm
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 13
Views: 525

Re: Indicating hexes that heal / illuminate / etc?

What do you think? How many icons do we really need? Village: Yes. Windmills, temples, and barrels could go either way; there are some combinations of terrain that make a village hard to see; and a new player might not recognize one they haven't seen before (like a merman village). Hides: Yes. Some...
by beetlenaut
October 19th, 2019, 9:53 pm
Forum: Users’ Forum
Topic: let us rant about those nonsense
Replies: 7
Views: 160

Re: let us rant about those nonsense

Krogen wrote:
October 19th, 2019, 9:30 pm
Is there even any canon example in campaigns or wherever where a WM healed an Undead or even fought on the same side?
Yes.
Spoilers:
by beetlenaut
October 19th, 2019, 6:27 pm
Forum: Users’ Forum
Topic: let us rant about those nonsense
Replies: 7
Views: 160

Re: let us rant about those nonsense

I don't see this as a problem. Certainly a white mage could stitch bones back together or strengthen the force holding a ghost together if they wanted to. They just don't because raising the undead is considered so evil. However, if the undead are fighting on the mage's own side, they might get over...
by beetlenaut
October 17th, 2019, 3:00 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 13
Views: 525

Re: Indicating hexes that heal / illuminate / etc?

The idea of the red cross is good, but I have two problems with it in this implementation. First, it looks like it's part of the text in this case. I honestly didn't know what it indicated since I looked at the picture first instead reading back in the thread. It also covers the text a bit and makes...
by beetlenaut
October 5th, 2019, 9:30 am
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 26484

Re: Orcish Campaign: The Founding of Borstep

Okay. Thanks for all your work! I uploaded it again. I hope it is all good this time.
by beetlenaut
October 5th, 2019, 6:45 am
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 26484

Re: Orcish Campaign: The Founding of Borstep

gaojicainiao wrote:
October 4th, 2019, 9:09 am
Maybe the reason why "Ubor" wasn't included in the .pot file is that the "Ubor" in 01_New_Leader.cfg has no the punctuation "" ?
Oh no! You're right, I forgot the punctuation on that line. I fixed that, and also updated the objectives to match the current style while I was making changes anyway.
by beetlenaut
October 4th, 2019, 7:38 am
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 26484

Re: Orcish Campaign: The Founding of Borstep

DukeSwampy wrote:
October 4th, 2019, 7:17 am
1.14 hasn't been ported yet
No, I ported TFoB to Wesnoth 1.14 around the time it came out. The version of TFoB on the current add-on server is 1.1.6.

TFoB on Wesnoth 1.12 works as far as I know, but is no longer supported.
by beetlenaut
October 4th, 2019, 5:06 am
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 26484

Re: Orcish Campaign: The Founding of Borstep

Okay, great! I think I've got it working. Would you mind checking the text and the map in at least one scenario? (I did upload a new version of the campaign, but I didn't update the version number because most players who have already downloaded it won't see the new parts.)
by beetlenaut
September 30th, 2019, 11:33 pm
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 26484

Re: Orcish Campaign: The Founding of Borstep

I'm still a little to busy to get to this. If someone doesn't mind posting the .pot file, that would be great.
by beetlenaut
September 27th, 2019, 12:29 am
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 376

Re: Submerge ability not working as expected

The hide_unit tag doesn't change the game or the unit or its effects at all. It just stops the unit from being shown to the player. It has no relation to ambush abilities.
by beetlenaut
September 9th, 2019, 3:57 pm
Forum: Art Contributions
Topic: n/ne attack animations for drakes with spears/halberds?
Replies: 4
Views: 669

Re: n/ne attack animations for drakes with spears/halberds?

It was probably never done because drawing a north-facing unit is so hard--much harder than it sounds. (I've tried it.) It has to look very different, but still be recognizable as the same unit. There is no real shortcut if it's going to look decent. It might sometimes be possible to frankenstein a ...
by beetlenaut
September 8th, 2019, 8:13 pm
Forum: Strategies & Tips
Topic: Became better
Replies: 12
Views: 547

Re: Became better

Why don't you try playing a couple campaigns all the way through? Playing against the computer is different than playing against a human, but many of the skills really do transfer. Also, nobody sees it when you lose, so your pride stays intact! Choose the highest difficulty that you can win--even if...
by beetlenaut
September 6th, 2019, 1:18 am
Forum: WML Workshop
Topic: Filtering for Unit ID on [set_extra_recruit]
Replies: 5
Views: 431

Re: Filtering for Unit ID on [set_extra_recruit]

You have to declare an ID in both places because they mean different things. The ID in the Leader.cfg file is inside a [unit_type] tag (I assume), so it's the ID of the type. The ID in a [unit] tag is the ID of the specific unit that's being created.
by beetlenaut
September 5th, 2019, 2:49 am
Forum: Users’ Forum
Topic: Female Avatars
Replies: 24
Views: 1419

Re: Female Avatars

Female players aren't going to relate to a character who isn't relatable in the first place, regardless of said character's gender. That seems to be a straw-man argument. Let my try to be clearer. In NR, for example, the slave that decides to revolt could have been a woman. I never said nothing wou...
by beetlenaut
September 4th, 2019, 2:06 pm
Forum: Users’ Forum
Topic: Female Avatars
Replies: 24
Views: 1419

Re: Female Avatars

BTIsaac wrote:
September 3rd, 2019, 1:57 pm
if there's going to be a campaign with a female lead, it has to actually mean something
But are you okay with campaigns where the gender of the leader isn't very important that have male leaders? If so, how does your argument stop being valid when it's reversed?