Search found 530 matches
- 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.
This hasn't caused a problem for me, I'm just reviewing add-ons with units that have vision different to movement.
- 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]
- 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...
- 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...
- 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Sadly the Hebrew translation is very out of date, almost all of the campaign dialogue in the game will be in English.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...
- December 21st, 2020, 7:59 am
- Forum: Users’ Forum
- Topic: How is the in-game editor used?
- Replies: 33
- Views: 1187
- 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. ...
- 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.
- 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...
- 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...- 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
I forgot the
[unit]
tag, for which that attribute is inconsistently named. Please try placement=map
with passable=yes
.- 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?- 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.
- 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...
- 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 
Putting the whole doc in the .hpp sounds good to me.

Putting the whole doc in the .hpp sounds good to me.