Search found 1553 matches
- March 17th, 2019, 1:01 am
- Forum: WML Workshop
- Topic: Creating a unit in the middle of a round
- Replies: 2
- Views: 1032
Re: Creating a unit in the middle of a round
Please clarify your intentions, by 'round' do you mean a turn? or scenario?
In any case, EventWML should have the answers you require. For instance, if you wanted to have the unit appear on turn 5:
In any case, EventWML should have the answers you require. For instance, if you wanted to have the unit appear on turn 5:
Code: Select all
[event]
name = turn 5
{GENERIC_UNIT 2 (Goblin Spearman) X Y}
# etc
[/event]
- May 8th, 2018, 3:15 pm
- Forum: Writers’ Forum
- Topic: Revisiting Wesnoth unit descriptions
- Replies: 79
- Views: 38318
Re: Removing racism from Wesnoth unit descriptions
I don't particularly mind the racism in the writing, since HttT is presumably the flagship campaign of the game and everything in the game is written from this perspective. What we should be, however, is consistent. If we want to portray all the races as equal, then I think the MP factions should be...
- April 28th, 2018, 9:59 pm
- Forum: Ideas
- Topic: [mainline] Melee "marksman"
- Replies: 96
- Views: 38805
Re: [mainline] Melee "marksman"
I understand that 'marksman' is a wonderful name—I like it too, plus the fact that it has been around for a long time—but shouldn't we value clarity and simplicity over legacy?
- April 28th, 2018, 9:54 pm
- Forum: Ideas
- Topic: [mainline] Melee "marksman"
- Replies: 96
- Views: 38805
Re: [mainline] Melee "marksman"
Why are we not using the same name for melee and ranged, again? It's a weapon special that affects chance-to-hit: if we have two names for this weapon special, why not have two names for 'magical'? Seems anti-KISS to have two terms for the exact same effect.
- April 23rd, 2018, 12:31 pm
- Forum: Ideas
- Topic: [mainline] Melee "marksman"
- Replies: 96
- Views: 38805
Re: [mainline] Melee "marksman"
I dislike 'proficient,' only because there are many other units proficient at their weapon of choice yet do not have this special. It also does not explain anything on its own. 'Accurate' is simple, self-explanatory, more logical, and can be used for both melee and ranged attacks.
- January 14th, 2018, 7:26 pm
- Forum: Ideas
- Topic: [mainline] Melee "marksman"
- Replies: 96
- Views: 38805
Re: [mainline] Melee "marksman"
'Marksman' for melee doesn't really bother me either; after all, a melee weapon increases one's reach, thus hitting the target (or the 'mark,' as it were) is in its own way a kind of ranged 'marksmanship.' If we are changing the term (I don't really think breaking Wesnoth's legacy is an argument: id...
- December 20th, 2017, 3:12 am
- Forum: Ideas
- Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
- Replies: 307
- Views: 81103
Re: [mainline] Renaming Khalifate for Wesnoth-ian identity
My proposal would be to divide the "human" race in a "human [Wesnoth]" and "human [Dune/Southern]" or something similar. But I would be fine with leaving it as it is now (1 human race and 1 khalifate race, though the later one should be renamed). Since the Khalifate ha...
- May 5th, 2015, 1:30 am
- Forum: WML Workshop
- Topic: "unknown scenario" error
- Replies: 14
- Views: 3831
Re: "unknown scenario" error
Assuming the error is still the same, are you absolutely sure that the file my_first_scenario.cfg is in a folder called scenarios ? Also is the parent folder for the entire campaign called my_first_campaign ? Check for typographical errors. Upon a second glance through, the WML seems to be fine. EDI...
- May 5th, 2015, 1:04 am
- Forum: WML Workshop
- Topic: "unknown scenario" error
- Replies: 14
- Views: 3831
Re: "unknown scenario" error
Ah, found it.
(i.e. the IDs are case-sensitive)yonightmare wrote:Code: Select all
first_scenario=my_first_scenario
Code: Select all
id=My_First_Scenario
- May 5th, 2015, 12:42 am
- Forum: WML Workshop
- Topic: "unknown scenario" error
- Replies: 14
- Views: 3831
Re: Unkown Scenario
In WML, # could denote either a comment or a preprocessor command . For example: # This is a comment. # This is another comment. #define THIS_IS_A_MACRO ID [unit] id={ID} type=Spearman side=1 x,y=1,1 [/unit] #enddef # This macro creates a side 1 Spearman at the coordinates (1,1). {THIS_IS_A_MACRO Un...
- April 13th, 2015, 10:28 pm
- Forum: Ideas
- Topic: [mainline] Necromancer stats
- Replies: 4
- Views: 2249
Re: [mainline] Necromancer stats
My guess is it's for balance reasons. Precisely. My understanding is that the Sorcerer and Necromancer are some of the only leveled units in the Undead faction that don't melt when faced with arcane or fire damage. Of course, this can also be achieved by Necrophages, but they, in my opinion, are ge...
- April 5th, 2015, 4:35 am
- Forum: Users’ Forum
- Topic: Steam Greenlight #2
- Replies: 34
- Views: 16018
Re: Steam Greenlight #2
I'm calling upon the vast powers of thread necromancy now.. Are there any updates regarding this? Is this still in consideration by the developers? I looked through most of the mailing list and the chatter regarding Steam Integration seems to have ceased entirely.. EDIT: Well noticing the lack of re...
- January 10th, 2015, 8:30 pm
- Forum: Music & Sound Development
- Topic: Change title screen music
- Replies: 85
- Views: 59308
Re: Change title screen music
I'll go with transcience, partly because it's a steady, neutral track tone-wise, but also because it's practically only used in story screens; hearing the title theme in-game usually implies that there's something important or pivotal going on, so any uses of that track as gameplay music in campaig...
- January 10th, 2015, 4:41 am
- Forum: Music & Sound Development
- Topic: Change title screen music
- Replies: 85
- Views: 59308
Re: Change title screen music
Just stopping by, briefly. Personally, I'd prefer the main menu music to start quietly, almost inconspicuously. The reasoning goes, that a definitive opening (something loud and weighty, e.g. main_menu.ogg) makes a strong, accentuated impression immediately upon opening the game. While this might so...
- January 18th, 2014, 1:47 am
- Forum: Ideas
- Topic: [mainline] Li'sar's hitpoints in HttT
- Replies: 28
- Views: 10060
Re: [mainline] Li'sar's hitpoints in HttT
Is there anything else we would need to do in order to get it committed? Perhaps testing?