Search found 530 matches

by octalot
January 16th, 2021, 1:28 am
Forum: Faction & Era Development
Topic: Ageless Era - Current Version: 4.27
Replies: 1921
Views: 425319

Re: Ageless Era - Current Version: 4.27

main/data/RE_data/amla.cfg has some generically-named #defines that haven't been given an AE_ prefix. Examples: AMLA_SPEED, AMLA_HEAL, AMLA_ABILITY.

This hasn't caused a problem for me, I'm just reviewing add-ons with units that have vision different to movement.
by octalot
January 15th, 2021, 10:14 pm
Forum: Scenario & Campaign Development
Topic: A Vision Blinded (15 scenarios, all complete and working)
Replies: 254
Views: 62435

Re: A Vision Blinded (15 scenarios, all complete and working)

Scenario 06 has three copies of this block of code. However increase_total should only be used for apply_to=hitpoints, for movement points it should simply be increase.

Code: Select all

[effect]
    apply_to=movement
    increase_total=-1
[/effect]
by octalot
January 15th, 2021, 5:31 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 59246

Re: A Random RPG Adventure

I'm currently looking at all the add-ons that use [effect]apply_to=vision as part of issue 3356 , and noticed that in ARRPGA's "Modify Unit" menu, the option for modifying movement works differently to the option for modifying vision. It seems inconsistent, although not a bug in ARRPGA. Mo...
by octalot
December 30th, 2020, 4:23 pm
Forum: Users’ Forum
Topic: How is the in-game editor used?
Replies: 33
Views: 1187

Re: How is the in-game editor used?

[scenario] {./editor-generated-stuff.cfg} {./handwritten-events.cfg} [/scenario] I've created a PR to put this in-game help (erm, and merged the PR then created a second one to correct the first :oops: ). 5399 I think it would be better to use the tag amendment syntax, because then it's well-define...
by octalot
December 27th, 2020, 8:59 pm
Forum: Technical Support
Topic: Hebrew translation
Replies: 1
Views: 77

Re: Hebrew translation

Sadly the Hebrew translation is very out of date, almost all of the campaign dialogue in the game will be in English. It seems to have last been updated in 2011, with the current status shown here: https://www.wesnoth.org/gettext/?view=langs&version=branch&lang=he . I don't know what's causi...
by octalot
December 21st, 2020, 7:59 am
Forum: Users’ Forum
Topic: How is the in-game editor used?
Replies: 33
Views: 1187

Re: How is the in-game editor used?

doofus-01 wrote: December 21st, 2020, 4:03 am the location-based tag/key editing would be nice
Please would you link to the relevant bit of Tiled's documentation? It doesn't seem to have anything called "location".
by octalot
December 19th, 2020, 1:23 pm
Forum: Users’ Forum
Topic: How is the in-game editor used?
Replies: 33
Views: 1187

Re: How is the in-game editor used?

I'll be honest, I'm not even sure where the editor's ingame help menu is - it's surely not a toplevel section in the F1 help menu. So it might be worth considering to elevate this info (along with other tips and tricks of the editor) to a more visible place in-game. It's completely hidden in 1.14. ...
by octalot
December 14th, 2020, 12:24 pm
Forum: Users’ Forum
Topic: Mainline and UMC lore
Replies: 7
Views: 373

Re: Mainline and UMC lore

There are some timelines spanning multiple UMC campaigns documented on the Wiki, in Category:History.
by octalot
December 10th, 2020, 10:23 am
Forum: Strategies & Tips
Topic: my Outpost hurts Hard
Replies: 56
Views: 11500

Re: my Outpost hurts Hard

Also, I am not seeing the benefit of the supposed "always-hit-on-first turn" rule for scenario 3 of Eastern Invasion -- attached is a save game file where both my leaders whiffed. Argh, that's a bug and the patch will be forthcoming. The map was changed to use ruined castles for cosmetics...
by octalot
December 3rd, 2020, 8:25 am
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 394

Re: impassable overlay removing Plank Bridge

The comma-separated bit means it can do a fallback like this placement=map,leader. I haven't tested that, so probably worth noting that it's only used in LoW and there's no unit-test checking that it hasn't become buggy...
by octalot
December 2nd, 2020, 8:37 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 394

Re: impassable overlay removing Plank Bridge

Helmet wrote: December 2nd, 2020, 4:01 pm
octalot wrote: December 2nd, 2020, 3:45 pm Does [whichever WML tag is making these units arrive] have a check_passability attribute?
I checked the Wiki, and I think the answer is no. Unless I missed it.
I forgot the [unit] tag, for which that attribute is inconsistently named. Please try placement=map with passable=yes.
by octalot
December 2nd, 2020, 3:45 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 394

Re: impassable overlay removing Plank Bridge

Does [whichever WML tag is making these units arrive] have a check_passability attribute?
by octalot
November 27th, 2020, 3:55 pm
Forum: Coder’s Corner
Topic: Draft of the plan to refactor the preprocessor
Replies: 8
Views: 780

Re: Draft of the plan to refactor the preprocessor

The whole "the serial workflow over one repository" section seems to be working around problems that source-control tools have already fixed. As Iris said on IRC yesterday, using branches means that you don't need a shim.
by octalot
November 23rd, 2020, 7:53 am
Forum: Secrets of the Ancients
Topic: Scenario 15: Mountain Pass
Replies: 19
Views: 7905

Re: Scenario 15: Mountain Pass

Please would you post your start-of-scenario save? Looking at the WML, the difficulty on medium looks pretty similar to the difficulty on hard, and a player on medium won't have gained as much XP from the previous scenarios. The comment about starting gold also makes me assume the starting gold shou...
by octalot
November 22nd, 2020, 2:09 pm
Forum: Coder’s Corner
Topic: Wording and style for Doxygen documentation
Replies: 22
Views: 1052

Re: Wording and style for Doxygen documentation

I use a console editor, and jumping from usage to implementation takes only 2 keypresses :D
Putting the whole doc in the .hpp sounds good to me.