Search found 1579 matches

by Celtic_Minstrel
Yesterday, 5:28 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 83
Views: 6786

Re: Dunefolk Rework - Unit Descriptions

Perhaps it might help to say "falcon" instead of "hawk, as that more clearly references the separate falcon unit…
by Celtic_Minstrel
February 27th, 2020, 1:13 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 83
Views: 6786

Re: Dunefolk Rework - Unit Descriptions

Maybe if it were phrased differently, implying that only some harriers train hawks which can serve as an extra attack?
by Celtic_Minstrel
February 26th, 2020, 2:35 am
Forum: Ideas
Topic: Dunefolk changes for 1.15.3
Replies: 2
Views: 1134

Re: Dunefolk changes for 1.15.3

Please don't remove any of these units. The side units (except the falcon) have not much use because they're brand-new flavour units. There's no point removing them on the grounds of insufficient use when they haven't even been given a chance to get some use. 1) The Level 4 unit of Dunefolk — I want...
by Celtic_Minstrel
February 23rd, 2020, 4:52 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 83
Views: 6786

Re: Dunefolk Rework - Unit Descriptions

I don't think the bolded section should be removed. Falcons are still in the game, so they can represent the hawks where needed.
by Celtic_Minstrel
February 23rd, 2020, 4:49 pm
Forum: Scenario & Campaign Development
Topic: Guide: Translating your UMC without WesCamp
Replies: 24
Views: 9742

Re: Guide: Translating your UMC without WesCamp

Might be a good idea to also mention that you need to download and install Python 3 in order to use GUI.pyw. Especially on Windows, where Python isn't shipped with the OS. (I'm not sure if it's shipped with MacOS these days.)
by Celtic_Minstrel
February 9th, 2020, 7:30 pm
Forum: Developers’ Discussions
Topic: Git branch cleanup
Replies: 12
Views: 630

Re: Git branch cleanup

I think the ones that are linked to open PRs should generally be kept. That probably covers most of my branches, but not sure. Just from the list, I can't easily tell which branches are mine, but just off the top of my head, `lua_mapgen_stuff` should be kept, but `schema` probably isn't needed anymo...
by Celtic_Minstrel
February 3rd, 2020, 3:48 am
Forum: Art Contributions
Topic: Dunefolk Rework - Extra Units
Replies: 124
Views: 17031

Re: Dunefolk Rework - Extra Units

beetlenaut wrote:
February 2nd, 2020, 6:59 am
I understand that they are supposed to be a different race,
Uhhh… since when? o.O
by Celtic_Minstrel
January 20th, 2020, 1:14 am
Forum: Scenario & Campaign Development
Topic: Wings of Victory 1.0.6 (Drake Campaign for BfW 1.14/1.15)
Replies: 139
Views: 21291

Re: Wings of Victory 1.0.6 (Drake Campaign for BfW 1.14/1.15)

AlexanderRM wrote:
January 20th, 2020, 12:58 am
currently we have 3 "hero" species and 2 "villain" species
Which species are you thinking of here? There are a lot more than 5 species in Wesnoth, so I'm not really sure what you're thinking here.
by Celtic_Minstrel
January 8th, 2020, 1:49 pm
Forum: Scenario & Campaign Development
Topic: Wings of Victory 1.0.6 (Drake Campaign for BfW 1.14/1.15)
Replies: 139
Views: 21291

Re: Wings of Victory 1.0.5 (Drake Campaign for BfW 1.14/1.15)

I second Whiskeyjack's post. I like the concept of budding but it's hard to do when it comes to something bigger than one cell Um, I'm just gonna point to medusae (aka jellyfish) as a counter-example here. Here's the thing though. Trees can reproduce asexually, through saplings. Um what. A "sapling"...
by Celtic_Minstrel
December 28th, 2019, 7:34 am
Forum: WML Workshop
Topic: set_menu_item and debug
Replies: 6
Views: 477

Re: set_menu_item and debug

In order to mimic the built-in debug command notifications, you'd need to define a custom synced command (which is possible with the wesnoth.custom_synced_commands table if I recall correctly), but you'd also need to be able to define the custom command as a debug command (which isn't currently poss...
by Celtic_Minstrel
December 23rd, 2019, 7:28 pm
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 54
Views: 4915

Re: A grand design for singleplayer mainline lore

Let's allow UMC campaigns to define which tab they should be shown in, which would imply which continuity they connect to. For example, the Terror of Asheviere tab would be the right place for a UMC campaign based on Liberty's epilogue, with peasants fleeing to The Three Sisters. And let them defin...
by Celtic_Minstrel
December 19th, 2019, 1:46 am
Forum: WML Workshop
Topic: scenario_end event
Replies: 14
Views: 1007

Re: scenario_end event

Why do you need to [remove_object] at scenario end? Wouldn't it be sufficient to just add duration=scenario to the [object]?
by Celtic_Minstrel
December 18th, 2019, 1:59 pm
Forum: WML Workshop
Topic: female and [object] description
Replies: 5
Views: 427

Re: female and [object] description

Elvish_Hunter wrote:
December 10th, 2019, 8:44 pm
Maybe before that [object] you can store the correct pronoun in a variable, then use $pronoun instead of "her" in the message.
No, that won't work for localization. You would need to store the entire correct string, not just the pronoun.
by Celtic_Minstrel
December 13th, 2019, 1:28 am
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 74
Views: 10571

Re: Removing mainline campaign(s)

Removing DM when it's "only" being rewritten might be a bit much. Sure, maybe all the actual scenarios will completely change, but perhaps some parts won't change as much (especially images, but possibly also maps, depending).
by Celtic_Minstrel
December 11th, 2019, 5:32 am
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 54
Views: 4915

Re: A grand design for singleplayer mainline lore

I think the first two issues with AToTB could be addressed without too much effort (would probably have to replay it to be sure though), but not sure about the lack of impression.