Search found 567 matches

by WhiteWolf
December 8th, 2019, 11:27 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 271
Views: 37451

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

I attached a save for the last bug I reported. Thanks :) Sadly it didn't give any further clues about the issue, everything seemed to go normally there. My only idea is that an off-scenario global event removed it somehow, but which and how, I don't know. I'll keep fiddling with it, see if I can fi...
by WhiteWolf
December 3rd, 2019, 4:42 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 271
Views: 37451

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

@white_haired_uncle (18) It doesn't make sense that green side has villages with red flag, does it? It's not a red flag, it's... an orcish flag. I know, I know, but the problem is that the actual image has actual red background, and not the recolorable magenta (or whatever is should be.) I tried rec...
by WhiteWolf
December 3rd, 2019, 3:31 pm
Forum: Scenario & Campaign Development
Topic: The Desolation of Karlag [Development and feedback]
Replies: 25
Views: 6629

Re: The Desolation of Karlag [Development and feedback]

I thus wanted to try tDoK but could not find it on the 1.14 server... or am I blind? Because it's not there yet. :) Sadly this entire series is yet to be ported to 1.14. You can find their latest edition on the 1.12 servers. If you decide to give it a go, I can probably answer most issues here and ...
by WhiteWolf
November 30th, 2019, 9:40 am
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 271
Views: 37451

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

In S20, the lever is only visible after moving onto that spot Screen Shot 2019-11-29 at 2.44.21 AM.png Screen Shot 2019-11-29 at 2.49.32 AM.png Hmm, so the lever (in off position) should be visible from the start, until you move onto it and then it changes to the image in the on position. The lever...
by WhiteWolf
November 19th, 2019, 2:27 pm
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 7
Views: 869

Re: [engine] Extend weapon syntax for multiple weapon type series in same attack

Also… I think all four approaches could be supported with a single implementation based on WML formulas. These sample formulas are not robust and probably contain errors, but should give a general idea of how a formula can make any of the three approaches possible. Do you mean that the unit_type cf...
by WhiteWolf
November 18th, 2019, 3:39 pm
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 7
Views: 869

Re: [engine] Extend weapon syntax for multiple weapon type series in same attack

Disadvantages: The attack statistics would be hard to calculate because of the changing damage output. Disadvantage: Attack statistics cannot be calculated, backfiring attacks could be frustrating. I think you're vastly overestimating the difficulty of determining the attack statistics. For the fir...
by WhiteWolf
November 18th, 2019, 3:29 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 271
Views: 37451

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

In Scenario 7, at the start it says Khaso hides his weakness, but hovering over his character on the map reveals his fear of betrayal on turn one. This had been discussed before, and for some reason (mainly for technical ones) I "swept it under the rug" with the argument that this is simply what "l...
by WhiteWolf
October 27th, 2019, 10:40 am
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 5
Views: 818

Re: Suggestion for {HIGHLIGHT_IMAGE} macro

I'm leaning toward having two separate macros. With one macro it'll be two easy to forget to handle all case when we change the macro. Could you please (fix the indentation and) open a pull request for discussing this further? So sorry for the very late answer :( I was completely absent for the pas...
by WhiteWolf
October 18th, 2019, 3:12 pm
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 5
Views: 818

Re: Suggestion for {HIGHLIGHT_IMAGE} macro

If I understand correctly, your suggestion is to add a new version of {HIGHLIGHT_IMAGE} that, instead of taking {BACKGROUND_VALUE} that specifies a particular image to preserve, takes a yes/no parameter that means "preserve all images on that hex"? That sounds like a reasonable addition. Yes, that'...
by WhiteWolf
October 15th, 2019, 2:45 pm
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 7
Views: 869

Re: [engine] Extend weapon syntax for multiple weapon type series in same attack

Quite misremembered that :doh: Then, it's already quite possible to experiment with something like this, great :D
by WhiteWolf
October 15th, 2019, 2:36 pm
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 5
Views: 818

Suggestion for {HIGHLIGHT_IMAGE} macro

Hello, I have a small suggestion for the above mentioned macro. Currently, only background images can be protected with the BACKGROUND parameter, but background halos are lost no matter what. I'd suggest to change the BACKGROUND paramater to a yes/no boolean that would set if the background items (b...
by WhiteWolf
October 10th, 2019, 7:04 am
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 7
Views: 869

[engine] Extend weapon syntax for multiple weapon type series in same attack

Hello, First let me start by saying that I am by no means a combat expert, and this is just my "Hollywood-infected" view of the technical details of armed fights :) I think it would enrich Wesnoth's combat system, and open up room for some very interesting combos, to allow an attack to have multiple...
by WhiteWolf
October 8th, 2019, 6:05 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 865

Re: "upkeep=free" problem

It doesn't seem to be recognized inside [scenario]. I don't have goals here, and we strayed way off the original topic, I was just merely wondering if having the option to set base_income in [scenario] could be more convenient than having to set income for each side one by one, if for example, someo...
by WhiteWolf
October 8th, 2019, 2:52 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 865

Re: "upkeep=free" problem

I tried it today on 1.14.5, base_income does nothing inside [scenario], so the MP screen probably works differently. Could it be a room for improvement then, that the [scenario] tag should accept base_income?
by WhiteWolf
October 7th, 2019, 7:34 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 865

Re: "upkeep=free" problem

Celtic_Minstrel wrote:
October 3rd, 2019, 4:20 am
Doesn't base_income= also work in the scenario tag?
Well, it is not mentioned in the scenario wiki, and I never tried to use such key there, so I honestly don't know. I could test it some time if I don't forget.