Search found 519 matches

by James_The_Invisible
February 22nd, 2020, 4:23 pm
Forum: Scenario & Campaign Development
Topic: Guide: Translating your UMC without WesCamp
Replies: 24
Views: 9741

Re: Guide: Translating your UMC without WesCamp

I just updated the first post in this thread. I fixed the link to wiki a moved instructions for Wesnoth 1.14 before those for older versions (as 1.14 is the current stable series).
by James_The_Invisible
February 22nd, 2020, 1:06 pm
Forum: Writers’ Forum
Topic: Are Dunefolk human?
Replies: 22
Views: 3994

Re: Are Dunefolk human?

Naga? When was Naga added? :shock: I tought that the Naga was part of the Northerns faction. Last time I played with Dunefolk (BFW 1.14 stable) I'm not remembering beign able to recruit Nagas, and its also not stated in the online Wesnoth unit list for Dunefolk. :hmm: A new unit line was added in 1...
by James_The_Invisible
February 6th, 2020, 11:39 am
Forum: Writers’ Forum
Topic: An Orcish Incursion: some questions and ideas
Replies: 13
Views: 871

Re: An Orcish Incrusion: some questions and ideas

From what I remember, Orcs and other abominations are a creation of an Ancient Lich or created by a opening a gate or something like that... I think it was explained somewhere in Eastern Invasion or The Rise of Wesnoth? Can’t remember exactly so it might be wrong. It was in The Rise of Wesnoth. Bas...
by James_The_Invisible
January 30th, 2020, 9:37 pm
Forum: WML Workshop
Topic: Endlevel Conditions
Replies: 2
Views: 717

Re: Endlevel Conditions

Hi so I have made a scenario where it is players 1-4 vs player 5 and I am trying to create endlevel conditions that allow for one side to win and for the opposing side to lose and vice versa. Everytime I create code such as the following, it doesn't fire it for both teams, just the first endlevel. ...
by James_The_Invisible
January 23rd, 2020, 8:39 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 164
Views: 41335

Re: Cities of the Frontier - now for BfW 1.11

I sent a PM to enclave asking to maintain this project, I also posted a message to the admins asking to delete enclave's port from the server so I can upload my version with the fixes. I didn't get a reply from either party, so I forked this project instead with the fixes. We get a lot of people ac...
by James_The_Invisible
January 14th, 2020, 8:31 pm
Forum: Ideas
Topic: [mainline] Changing the Dunefolk's(Khalifate's) unit names
Replies: 139
Views: 20512

Re: [mainline] Changing the Dunefolk's(Khalifate's) unit names

DwarvenWarrior wrote:
January 14th, 2020, 7:07 pm
in my game the Arif can only be upgraded to lvl 3. (steam version)
Edit: https://units.wesnoth.org/1.14/mainline ... l#Dunefolk
even here it says he cant be upgraded from lvl 3 to lvl 4 (separate tree)
Yes, it is not possible unless the campaign you are playing allows it.
by James_The_Invisible
January 14th, 2020, 5:59 pm
Forum: Ideas
Topic: [mainline] Changing the Dunefolk's(Khalifate's) unit names
Replies: 139
Views: 20512

Re: [mainline] Changing the Dunefolk's(Khalifate's) unit names

DwarvenWarrior wrote:
January 14th, 2020, 5:26 pm
why was khalid removed from the game?
It was not removed, just renamed to Dune Warmaster.
by James_The_Invisible
December 17th, 2019, 3:55 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.1)
Replies: 463
Views: 81208

Re: For Power (0.6.5.1)

New version is out. Most of the changes are behind the scenes but some of them or more or less visible. As usually, some dialogues were improved. Description of the blessed trait (for Jolla) now mentions resistance bonuses and has some additional lore in help. Glacyn's title/position in first chapte...
by James_The_Invisible
December 15th, 2019, 10:24 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.1)
Replies: 463
Views: 81208

Re: For Power (0.6.5)

I saw the note about units getting old, but it was confusing because like 95% of my recall list was still there, I was only missing a few key units. It seemed like certain unit types were lost. I wish I would have had a warning that they were getting older in time to level some new units to replace...
by James_The_Invisible
December 15th, 2019, 1:23 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.1)
Replies: 463
Views: 81208

Re: For Power (0.6.5)

0.6.4.1: That is quite an old version. The latest one (0.6.5) was released in May 2018. You should definitely try it out. Even if it probably does not fix any of the below mentioned issues, there are still some improvements. Well, unless you are still on Wesnoth 1.12. This version is only for 1.14....
by James_The_Invisible
June 3rd, 2019, 3:57 pm
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 30411

Re: Orcish Campaign: The Founding of Borstep

Basically, you will use a Wesnoth tool to generate a .pot file containing all the text from the campaign. Then you use an editor to add the translations, then save it as a .po file and send it to me in a PM. I've never done any of this before though, so you should look for help in the Translations ...
by James_The_Invisible
May 25th, 2019, 11:47 am
Forum: Users’ Forum
Topic: Poll: Best new campaign of 2018
Replies: 13
Views: 4274

Re: Poll: Best new campaign of 2018

Vilebeggar wrote:
May 25th, 2019, 10:41 am
Chieftan Granak was pretty good i vote that.
Thank you for your interest but the poll has ended: viewtopic.php?p=642619#p638276.
by James_The_Invisible
May 23rd, 2019, 6:34 pm
Forum: WML Workshop
Topic: Graziani WML Questions
Replies: 83
Views: 12975

Re: Graziani WML Questions

[set_recruit] side=1 recruit= [/set_recruit] Does it have the same effect ? I use it in my campaign and it does forbid the side from recruiting anything. For example, this code completely clears the recruit list for side 1. [disallow_recruit] side=1 [/disallow_recruit] Nope. disallow_recruit tag re...
by James_The_Invisible
May 23rd, 2019, 3:49 pm
Forum: WML Workshop
Topic: Graziani WML Questions
Replies: 83
Views: 12975

Re: Graziani WML Questions

For example, this code completely clears the recruit list for side 1. [disallow_recruit] side=1 [/disallow_recruit] Nope. disallow_recruit tag requires type attribute with list of unit types which the side no longer allowed to recruit. This way you would have to list all unit types which it current...
by James_The_Invisible
May 16th, 2019, 5:36 pm
Forum: Technical Support
Topic: is it detecting my own addon's version as 0.0.0 ?
Replies: 6
Views: 813

Re: is it detecting my own addon's version as 0.0.0 ?

Uhm, if you are making an add-on you should create _server.pbl, not _info.cfg.