Search found 1136 matches

by Celtic_Minstrel
June 16th, 2018, 5:33 pm
Forum: Writers’ Forum
Topic: Saurian race description
Replies: 53
Views: 5208

Re: Saurian race description

Please don't take anything I say as a "green light". I'm not in charge of the canon or anything like that. But yeah just do what you want, would be my advice.
by Celtic_Minstrel
June 16th, 2018, 5:32 pm
Forum: Translations & Internationalization
Topic: Translation attempt
Replies: 10
Views: 412

Re: Translation attempt

You can run Wesnoth with the --all-translations command-line option; then your translation should show up in the language selection list (provided the mo is in the correct location). Or you could use the --language=your-language command-line option. I think that would need the language abbreviation,...
by Celtic_Minstrel
June 16th, 2018, 12:45 am
Forum: Writers’ Forum
Topic: Saurian race description
Replies: 53
Views: 5208

Re: Saurian race description

As far as I know, established canon appears to make saurians typically swamp-dwellers, so I'd find it a little weird to see them in the desert. As reptiles or similar though, I think it's reasonably likely that they can live in the desert if they so choose. Personally I'd suggest just doing what you...
by Celtic_Minstrel
June 13th, 2018, 12:49 am
Forum: WML Workshop
Topic: Need suggestions for implementing custom weapon special
Replies: 6
Views: 271

Re: Need suggestions for implementing custom weapon special

Ah, I see, it's setting the number of strikes to zero. That makes sense. I thought you were talking about something completely different (which would've implied a way for the WML to force the unit to use a different weapon!).
by Celtic_Minstrel
June 12th, 2018, 12:23 am
Forum: WML Workshop
Topic: Need suggestions for implementing custom weapon special
Replies: 6
Views: 271

Re: Need suggestions for implementing custom weapon special

Does setting the attack number actually work? If so, that's even easier than I was imagining, which was to temporarily remove the weapons altogether.
by Celtic_Minstrel
June 10th, 2018, 4:06 pm
Forum: Translations & Internationalization
Topic: Translation attempt
Replies: 10
Views: 412

Re: Translation attempt

For the record, if you install wmlxgettext into the correct location (a "utils" folder in the main Wesnoth directory), then you can use it through the GUI.pyw program in data/tools.
by Celtic_Minstrel
June 10th, 2018, 4:04 pm
Forum: Translations & Internationalization
Topic: Dunefolk translation
Replies: 21
Views: 1772

Re: Dunefolk translation

Given the name "herbalist" I'd presume it to be primarily plant-based, but give that they live in the desert, I expect they'll probably use mineral and animal ingredients too. No idea on the chirurgy. Inasfar as I can understand Italian (I've studied French, Spanish, and Latin, but not Italian), the...
by Celtic_Minstrel
June 10th, 2018, 3:55 pm
Forum: WML Workshop
Topic: Need suggestions for implementing custom weapon special
Replies: 6
Views: 271

Re: Need suggestions for implementing custom weapon special

This is actually quite an interesting idea, I might steal it for that new campaign I've been slowly working on... not necessarily with the same implementation, though. (I'm vaguely thinking of something where, upon initiating the attack, you do something to the opponent that prevents them from attac...
by Celtic_Minstrel
June 10th, 2018, 3:50 pm
Forum: WML Workshop
Topic: Resistence penetrating special attack
Replies: 6
Views: 203

Re: Resistence penetrating special attack

[affect_adjacent] [filter] [filter_side] [enemy_of] side=$other_unit.side [/enemy_of] [/filter_side] [/filter] [/affect_adjacent] [filter]: a StandardUnitFilter. (Version 1.13.2 and later only) The variable $other_unit refers to the unit owning the ability. it's strange that other_unit refers to un...
by Celtic_Minstrel
June 4th, 2018, 12:11 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 6662

Re: Default+Dunefolk era balance

Um. I'm pretty sure you can do that without weapon specials, just make the unit fearless. If you want to make it fearless without displaying it in the sidebar you can use an object: [object] [effect] apply_to=fearless [/effect] [/object] (For the record, that will also work for healthy and loyal.) I...
by Celtic_Minstrel
June 3rd, 2018, 7:10 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 6662

Re: Default+Dunefolk era balance

Yes. I'm not entirely convinced on that PR, but the general concept is something that I'd like to see happen (my last comment there outlines what I'd consider to be intuitive, if I recall correctly). I'd also considered mixing the spirit of that PR with the idea of 2669 , in other words reimplementi...
by Celtic_Minstrel
June 3rd, 2018, 2:42 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 6662

Re: Default+Dunefolk era balance

The above incident also really drove home the flimsiness of the Falcons. Since it was a larger 1v1 random map (a desert, at that), I'd created a couple falcons to grab villages early. They never got a chance to put up a fight. Saurian Skirmishers and Drake Gliders ate them alive. For their price, t...
by Celtic_Minstrel
June 2nd, 2018, 3:03 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 6662

Re: Default+Dunefolk era balance

Just for the record, although I am more or less following this thread, it would be great if someone could at some point gather any balance proposals into one place so that the dev team doesn't have to search through the whole latter half of the thread whenever they get around to implementing the cha...
by Celtic_Minstrel
June 2nd, 2018, 12:12 am
Forum: Ideas
Topic: [mainline] Voice acting ?
Replies: 108
Views: 13886

Re: [mainline] Voice acting ?

In fact voiceovers are currently played as a sound effect anchored on the unit's location, so yes, they will be controlled by the sound effects volume slider. This is an implementation detail which could change in a later release, so don't rely on it. Adding a separate volume slider for dialogue sou...
by Celtic_Minstrel
May 29th, 2018, 4:08 am
Forum: WML Workshop
Topic: Unit canrecruit=false
Replies: 5
Views: 224

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

Well, false and absent are essentially the same, aren't they? Though I'm not certain whether boolean_equals counts a missing key as false. It sounds like this might be a result of the optimization for save files? I seem to recall someone did an optimization to leave redundant keys (keys that are set...