Search found 16 matches
- September 22nd, 2012, 7:49 pm
- Forum: Scenario & Campaign Development
- Topic: The Gutter
- Replies: 5
- Views: 1864
Re: The Gutter
Working on the campaign again. Sorry about the delay
- April 15th, 2012, 6:32 pm
- Forum: Scenario & Campaign Development
- Topic: The Gutter
- Replies: 5
- Views: 1864
Re: The Gutter
Hi Korben, Thanks for the feedback! To compensate for the first scenario being difficult in general, I'll bump up the police's armor a bit for the next release. A prologue scenario is a good idea; I agree that the intro is a bit long and I don't think most people read the whole thing. Calvin is the ...
- April 15th, 2012, 3:17 am
- Forum: Scenario & Campaign Development
- Topic: Considerate Dead
- Replies: 13
- Views: 5134
Re: Considerate Dead
I would keep plowing ahead rather than wait for more comments, I'll see what I can do to help in the meantime
- April 6th, 2012, 2:55 am
- Forum: Scenario & Campaign Development
- Topic: Mini MP Scenario - Chess!
- Replies: 5
- Views: 1969
Re: Mini MP Scenario - Chess!
It's actually kinda fun to play! One thing worth considering is "promoting pawns" since the pawns themselves are pretty weak against anything other than each other. Right now they upgrade to spearmen/bowmen.
- April 1st, 2012, 1:52 am
- Forum: Scenario & Campaign Development
- Topic: Considerate Dead
- Replies: 13
- Views: 5134
Re: Considerate Dead
you're welcome
- April 1st, 2012, 1:49 am
- Forum: Scenario & Campaign Development
- Topic: Walk in the Shadows campaign (for BfW 1.10.1)
- Replies: 30
- Views: 9972
Re: Walk in the Shadows campaign (for BfW 1.10.1)
I haven't played the entirety of the campaign, but i agree with anonymissimus. The hunting scenario is a bit clunky, for the reason above, and also, I kept getting swarmed by bunnies that were too afraid to attack me. If possible, I would suggest modifying the ai of the bunny team to be a little mor...
- April 1st, 2012, 1:38 am
- Forum: Scenario & Campaign Development
- Topic: Considerate Dead
- Replies: 13
- Views: 5134
Re: Considerate Dead
I like the premise of this, a necromancer with a conscience. You ought to explain why he's a nice necromancer (a backstory before the first scenario will do) The first scenario is a bit easy; the only units the loyalists have are longbowmen and pikemen, which do virtually no damage to skeletons. I t...
- March 31st, 2012, 5:21 pm
- Forum: Scenario & Campaign Development
- Topic: The Gutter
- Replies: 5
- Views: 1864
The Gutter
Hi Forum goers, I'd appreciate feedback on this first campaign of mine, The Gutter. I'm particularly interested in balancing issues, whether the backstory is engaging (the campaign as it stands is only 1 medium-length scenario so the trajectory of the story isn't clear yet), and of course, any bugs ...
- September 6th, 2011, 5:50 am
- Forum: Scenario & Campaign Development
- Topic: How to publish?!
- Replies: 8
- Views: 2871
How to publish?!
The "distributing content" page on the wesnoth site tells me this: Once you are ready to publish, here is how you access the add-on server: Open Wesnoth Select "Add-ons" from the main menu Connect to the default add-ons.wesnoth.org add-on server Select "Publish add-on: Your ...
- August 28th, 2011, 5:09 pm
- Forum: WML Workshop
- Topic: modify ai tag help please!
- Replies: 3
- Views: 807
Re: modify ai tag help please!
Thanks you guys!
I took mattsc's second suggestion and it works perfectly.
J-bros
I took mattsc's second suggestion and it works perfectly.
J-bros
- August 27th, 2011, 2:10 pm
- Forum: WML Workshop
- Topic: modify ai tag help please!
- Replies: 3
- Views: 807
modify ai tag help please!
Hi all, The trick to the scenario we're working on is for the player's ally (side 2) to delay helping the player until an event is fired. We succeeded in keeping side 2 motionless: [side] side=2 controller=ai user_team_name= _ "Rodriguez" team_name=team1 type=TG Highwayman id=Rodriguez nam...
- August 11th, 2011, 8:35 pm
- Forum: WML Workshop
- Topic: ai help
- Replies: 1
- Views: 324
Re: ai help
Aha! Nevermind
- August 11th, 2011, 8:09 pm
- Forum: WML Workshop
- Topic: ai help
- Replies: 1
- Views: 324
ai help
Hi all,
I need a side to remain motionless from the start (units are already on the map before the start) until an event triggers. How might I do this?
j-bros
I need a side to remain motionless from the start (units are already on the map before the start) until an event triggers. How might I do this?
j-bros
- June 25th, 2011, 6:54 pm
- Forum: WML Workshop
- Topic: How to code multiple conditions?
- Replies: 5
- Views: 1031
Re: How to code multiple conditions?
It works! I ended up using a count-down variable to trigger the event.
Thanks for all the eager responses, I honestly was not expecting so many. Look out for an early release
J-bros
Thanks for all the eager responses, I honestly was not expecting so many. Look out for an early release
J-bros
- June 25th, 2011, 12:10 am
- Forum: WML Workshop
- Topic: How to code multiple conditions?
- Replies: 5
- Views: 1031
Re: How to code multiple conditions?
Would something like this work?
Code: Select all
[event]
[if]
[variable]
name=get_box1
equals=yes
[/variable]
[and]
[variable]
name=get_box2
equals=yes
[/variable]
[/and]
[then]...