Search found 55 matches

by watbesh
March 12th, 2017, 12:54 pm
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 5722

Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!

hi, so, i noticed that when using the Zombies Mod, the killed units become the same type as the killer, not the original. i am not sure this is the intended behavior. this is caused by the fact that you use 'second_unit' for type/gender. This is intended for a gameplay reason. Some types like Drake...
by watbesh
March 8th, 2017, 10:59 pm
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 5722

Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!

I was rejecting it, even as an option, because I thought it would limit possible units a player can take. It had a few problems: - Some players of this era have their favorite combos. This kind of limitation would remove chance of getting them from some players and make it easier to rely on them for...
by watbesh
March 8th, 2017, 1:03 pm
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 5722

Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!

Thanks for replies! although it might be complicated, could you make Blind Faction Picker/Patchwork era modifications that are compatible with any era? It seems impossible to me at this moment. I couldn't find a WML command to get playing era's settings. Can the option for maximum rerolls be added, ...
by watbesh
March 7th, 2017, 11:26 am
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 5722

Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!

It kind of seems that some units appear more frequently than others, am I imagining this? Thanks for the reply! As I check the in-game variables, the recruit candidates are stored in one array and picked randomly. So recruits should be chosen equally. On the other hand, Red/White Magi appear twice ...
by watbesh
February 25th, 2017, 8:29 am
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 5722

Re: Wat's Mods and modularity

I would recommend that you split these apart to separated add–ons. ... Thanks for the reply! I have been away from Wesnoth very long, and probably I'm not re-uploading them very soon. However, when I get another opportunity (maybe some time after the next Stable release), I'll make sure I upload my...
by watbesh
July 26th, 2016, 3:28 am
Forum: Users’ Forum
Topic: Q about ranged attacks, and a Q about The Game
Replies: 29
Views: 3278

Re: Q about ranged attacks, and a Q about The Game

Multi-tile-long ranged attacks are removed seemingly because "it would be very difficult to protect units from dying" . I haven't tried old versions which had these attacks, so I actually have no idea how difficult it was to protect units from projectiles. I suppose it's still possible to balance th...
by watbesh
August 17th, 2015, 3:44 am
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 5722

Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!

I love these mods,but damage and accuracy mod only works on the vanilla eras :/ I use that mod to reduce the luck factor which is present in pretty much any era. Is there a way to make it usable in any era? Thanks for the reply! I limited the use of Dmg&Acc Mod to the defaults (and Patchwork/Blind)...
by watbesh
July 25th, 2015, 1:57 am
Forum: Ideas
Topic: [engine] MP Save Per Player
Replies: 4
Views: 780

Re: [engine] MP Save Per Player

Thanks for the replies! I didn't expect that many replies.

[set_global_variable] and [get_global_variable] seem to work. Their wiki page says they allow to let multiple related campaigns communicate with each other, and can be used in MP scenarios.
by watbesh
July 24th, 2015, 6:16 pm
Forum: Ideas
Topic: [engine] MP Save Per Player
Replies: 4
Views: 780

[engine] MP Save Per Player

Hello. I'm coding some WML for MP modifications, and I found it could be useful if WML can split save-data for each players to put together later. It's hard to explain, so I use examples. Do you play Tabletop RPGs? Sadly, I don't, but I know a little about how it works; each player brings his/her "c...
by watbesh
July 24th, 2015, 3:26 pm
Forum: Multiplayer Development
Topic: Can we get matchmaking?
Replies: 9
Views: 1370

Re: Can we get matchmaking?

According to this page, FPI [acronym=Add a scoring/ranking system to online multiplayer]13[/acronym] and 31 seem to be against your idea for some reason. But these won't stop you from building/using a rating system. I think some people use a website called "Ladder".
by watbesh
July 18th, 2015, 4:12 pm
Forum: WML Workshop
Topic: [SOLVED] Icons/Images in the Middle of Messages/etc?
Replies: 3
Views: 359

Re: Icons/Images in the Middle of Messages/etc?

I think you can use some codes in gtfgtf's "Pick Your Recruits, No Preparation Turn." Mod, it has a nice user interface. Ah, thanks. I found it, and achieving my goal is now possible at all. This looks hard to code, but I'll try. (EDIT) You can also use ImagePathFunctionWML to combine multiple imag...
by watbesh
July 18th, 2015, 3:16 pm
Forum: WML Workshop
Topic: [SOLVED] Icons/Images in the Middle of Messages/etc?
Replies: 3
Views: 359

[SOLVED] Icons/Images in the Middle of Messages/etc?

Hello. I'm rewriting some codes of my eras to make them play better. Now I'm looking a way to use images more freely in the [message] or [option] tags. As far as I know, {MENU_IMG_TXT (icon) (text)} allows to put one icon (usually a unit's sprite) at the beginning of the message (often inside [optio...
by watbesh
July 16th, 2015, 12:12 pm
Forum: Users’ Forum
Topic: Campaigns order
Replies: 10
Views: 1274

Re: Campaigns order

It would be nice if your actions in one campaign affected the next, so that recurring characters have the same stats, etc. The tutorial ought to lead into HttT in my opinion. I'm against doing that in mainline campaigns because this would make each campaign less separate. Also, most of recurring ch...
by watbesh
July 15th, 2015, 3:51 pm
Forum: Translations & Internationalization
Topic: Japanese translation
Replies: 8
Views: 2565

Re: Maintainer of my language is not active

You're welcome! I'm not a member of official (core or Japanese) translators/developers, so I'm not sure that things I suggested would work. I just wanted someone to update the translation, and decided to try to help you. If iwaim is active, contact with Ivanovic is not a must - I suggested that beca...
by watbesh
July 11th, 2015, 3:33 pm
Forum: Translations & Internationalization
Topic: Japanese translation
Replies: 8
Views: 2565

Re: Maintainer of my language is not active

I don't think myself a good translator, but if I can help your work... Assuming you're translating the mainline contents, - For anyone who wonder: according to the changelogs, Japanese translation is not updated since 1.11.8, which was released January 2014. - According to this page's "Translators" ...