Search found 2810 matches

by beetlenaut
Today, 5:36 am
Forum: WML Workshop
Topic: Question on "name=unit placed" events
Replies: 11
Views: 295

Re: Question on "name=unit placed" events

So part of the internal AI calculations removes a bunch of units for a millisecond, then puts them right back. I don't think unit_placed events should be triggered by that code. They will be triggered constantly at a time nobody expects. (See: this thread.) I would even say this is a bug, so it coul...
by beetlenaut
Yesterday, 5:07 pm
Forum: WML Workshop
Topic: Question on "name=unit placed" events
Replies: 11
Views: 295

Re: Question on "name=unit placed" events

AFTER the refresh event, all the zombies disappear from the map and are placed again I tried it, and I see what you mean. There is nothing in the code you showed us that could cause this problem though. I even tried these events in one of my scenarios to make sure there wasn't some sort of engine b...
by beetlenaut
February 26th, 2024, 7:23 am
Forum: Strategies & Tips
Topic: tagging the units for quick reference oh who's who. lol
Replies: 3
Views: 2650

Re: tagging the units for quick reference oh who's who. lol

There is an add-on called "unitmarker" that allows you to put little icons on units. It sounds like you probably found the "Rename Unit" command.
by beetlenaut
February 24th, 2024, 6:58 am
Forum: Users’ Forum
Topic: Add new gamemode!!!
Replies: 13
Views: 3379

Re: Add new gamemode!!!

And where's the problem? can't be right... wdym I would do that without a problem (if I could code) You are talking to people here who CAN code. We are telling you that some of the features you want would probably be too difficult to code, not interesting to play, or are not well-enough defined. Yo...
by beetlenaut
February 23rd, 2024, 7:22 am
Forum: Users’ Forum
Topic: Add new gamemode!!!
Replies: 13
Views: 3379

Re: Add new gamemode!!!

The way Wesnoth is written and the way the API works requires scenarios. Some UMC authors have been creative on how to move from one to another, like in Strange Legacy, but you always need to be in one. Removing turn limits is very easy to implement, but it requires changing the way gold and experie...
by beetlenaut
February 22nd, 2024, 10:33 pm
Forum: Users’ Forum
Topic: Add new gamemode!!!
Replies: 13
Views: 3379

Re: Add new gamemode!!!

What you are describing is a completely different game. This is not a mode that can be tacked on to Wesnoth. It would require rewriting huge sections of the code to make something that works that differently.

Try out Civilization VI. It has a lot of the features you want.
by beetlenaut
February 16th, 2024, 6:08 pm
Forum: WML Workshop
Topic: Terrain - Removing village healing
Replies: 6
Views: 507

Re: Terrain - Removing village healing

I only have this weird error now It's usually a bad idea to ignore errors that don't seem to affect the game. It might work on your system, but not somebody else's, or it may only work most of the time. It sounds to me like you are loading the scenarios before you load the terrain_type definition. ...
by beetlenaut
February 8th, 2024, 10:07 pm
Forum: WML Workshop
Topic: how fire_event works?
Replies: 10
Views: 569

Re: how fire_event works?

Can I fire events that have been added to game recently? Every event provided with the game has a defined trigger that comes from the game or a player's action, so you don't need [fire_event] for those. It is almost always used to fire custom events, which are mainly used to avoid duplicating secti...
by beetlenaut
February 8th, 2024, 9:53 pm
Forum: WML Workshop
Topic: Terrain - Removing village healing
Replies: 6
Views: 507

Re: Terrain - Removing village healing

Village healing is set in the [terrain_type] tags. You can see them in /data/core/terrain.cfg. You will have to define your own [terrain_type] for each kind of village you need without the line that sets the healing.
by beetlenaut
January 8th, 2024, 7:13 am
Forum: WML Workshop
Topic: How can I instruct AI not to recruit? A piece of code from Wiki seems not working
Replies: 2
Views: 634

Re: How can I instruct AI not to recruit? A piece of code from Wiki seems not working

Is there a reason you need to do it this way? This seems needlessly complex. You could just not define any recruits for the AI, then add them in a turn 4 [event] using [modify_side].

If the point is that you may have discovered a bug, then yes, I would report this on the bug tracker.
by beetlenaut
January 8th, 2024, 2:31 am
Forum: WML Workshop
Topic: build village
Replies: 22
Views: 7048

Re: build village

I am guessing that "Saurgrath" is the map called "Saurian Treasury" in my version. The hex (20,21) is a castle with a village on it. It has the terrain code "Ko^Vd". You can type the command " : show_terrain_codes" during the game to see that. The map editor a...
by beetlenaut
January 7th, 2024, 6:53 pm
Forum: WML Workshop
Topic: build village
Replies: 22
Views: 7048

Re: build village

Oh,I try use "^Cv" add Castle and "^Cva" add "Main Castle",but can not work This does not work because castles are base terrains, not overlays. Village+Flat→Village+Castle+Flat Forest+Flat→Forest+Castle+Flat Flat→Flat+Castle Each hex can have one base, and one overlay....
by beetlenaut
January 7th, 2024, 11:55 am
Forum: WML Workshop
Topic: build village
Replies: 22
Views: 7048

Re: build village

#define PWSMGIVE TARGET_SIDE [option] [set_variable] name=df_player_name value=$player_{TARGET_SIDE}.name [/set_variable] label= _"side" + "{TARGET_SIDE}" + "$player_{TARGET_SIDE}.name" [store_locations] x=$x1 y=$y1 variable=GVL [/store_locations] [show_if] [variable] ...
by beetlenaut
January 7th, 2024, 8:17 am
Forum: WML Workshop
Topic: build village
Replies: 22
Views: 7048

Re: build village

The code you posted works. The error must be somewhere else. If you post the whole scenario, we will probably be able to find it.
by beetlenaut
January 7th, 2024, 5:48 am
Forum: WML Workshop
Topic: build village
Replies: 22
Views: 7048

Re: build village

Ok,is work,but auto delete forest,if have forest in build hex,i hope only add villvge. Wouldn't a person cut down trees to build a house? You seem to want one hex to be forest and village at the same time, which can't happen in the game. There must be separate terrains in each hex. If you mean that...