Search found 1115 matches

by Celtic_Minstrel
May 20th, 2018, 11:49 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 28
Views: 1530

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

Well, personally I think faction lists really should be sorted in some way, but I don't really have an issue with adding a sorting key (which would be best used for grouping certain factions) and a default key. But neither of those can be done in 1.14.
by Celtic_Minstrel
May 20th, 2018, 8:54 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 28
Views: 1530

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

Uhh, no. It adds new API, so I don't think it's acceptable for 1.14. Since it is somewhat a regression, it would be acceptable to simply stop sorting them for 1.14. That doesn't change the API at all. And yeah enclave that's literally what I just said, though I'd probably want to use the same key na...
by Celtic_Minstrel
May 20th, 2018, 6:50 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 28
Views: 1530

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

So maybe adding a sorting key similar to what campaigns have would suffice?
by Celtic_Minstrel
May 20th, 2018, 6:15 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 28
Views: 1530

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

Well, adding a way to customize the order would be a separate thing, I think, but it's also possible.
Ravana wrote:
May 20th, 2018, 3:44 pm
I would want to show factions unsorted as well, specifically random faction groups.
If it's just for random factions, don't they always appear first already?
by Celtic_Minstrel
May 20th, 2018, 3:28 pm
Forum: Lua Labs
Topic: Gui Debug Tools 0.9.8 for BfW 1.13/1.14
Replies: 17
Views: 3092

Re: Gui Debug Tools 0.9.8 for BfW 1.13/1.14

I think what I'd recommend here is just wrapping those in an #ifhave - you could test for this addon's _main.cfg for example. I don't think there's anything SFD can actually do to avoid it...
by Celtic_Minstrel
May 20th, 2018, 3:23 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 165

Re: wesnoth.game_events.on_load/save

Instead of on_load and on_save, you should consider using wesnoth.persistent_tags which does the same thing but should be easier to use. See here for documentation and an example.
by Celtic_Minstrel
May 20th, 2018, 3:15 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 28
Views: 1530

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

I will stupidly have to make my faction names A_Humans B_Random C_Orcs D_Elves E_Undead_Apocalypse F_Human_apocalypse , is that what you want it to work? :( So it sounds like what you really want is "set the default selection to something other than the first", rather than "show factions unsorted",...
by Celtic_Minstrel
May 20th, 2018, 2:38 pm
Forum: Technical Support
Topic: Steam error
Replies: 5
Views: 193

Re: Steam error

For the record, that's not a Steam error. It's an assertion failure in Wesnoth. I'm not exactly sure why it's happening, but it'll be looked into.
by Celtic_Minstrel
May 20th, 2018, 4:23 am
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

Calling the wolf rider "most maneuverable" somewhat downplays the role and abilities of the naga fighter. The naga fighter has 7 movement versus the wolf rider's 8 movement, but the really big difference is that they handle most terrains with opposite competency. Where one is weak the other is stro...
by Celtic_Minstrel
May 19th, 2018, 8:11 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.14.1
Replies: 41
Views: 4696

Re: Wesnoth 1.14.1

I think the assertion failure has already been fixed for 1.14.2.
by Celtic_Minstrel
May 19th, 2018, 1:04 am
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

I can't decide which is better for the wolf rider descriptions... I don't see any major problems with either of them, at least. The only possible problem I can see with the proposed description is the focus on wolf riders as the most manoeuvrable of the orcish horde. Is that actually a reasonable st...
by Celtic_Minstrel
May 16th, 2018, 12:54 am
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

@Celtic_Minstrel: I still prefer mine, honestly, since I feel it flows more naturally from talking about runts being common -> they're called goblins -> they're used as fodder. I would be fine with either, though. I think I'm not fully satisfied with either, but... I guess they both work. I used br...
by Celtic_Minstrel
May 15th, 2018, 2:37 am
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

Overall I think Pentarctagon's version is still better than ColdSteel's proposed revision, but on the other hand some of the phrasing in the original might be a little less awkward... in particular the "In battle ..." part. How about something like this? In any race, there are always those rare indi...
by Celtic_Minstrel
May 13th, 2018, 8:11 pm
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

Agreed both on Pentarctagon's changes and Caladbolg's suggestion.
by Celtic_Minstrel
May 13th, 2018, 5:48 pm
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 35
Views: 1226

Re: A mod to make Wesnoth's RNG a little less frustrating

Ah, good point on slow... but still, I think poison always taking effect could have quite a significant effect on game balance...