Search found 1180 matches

by gfgtdf
Yesterday, 1:38 am
Forum: Developers’ Discussions
Topic: Release schedule for 1.15.2 and 1.15.3 (1.16 beta 1)
Replies: 2
Views: 81

Re: Release schedule for 1.15.2 and 1.15.3 (1.16 beta 1)

I'd also like to finish https://github.com/wesnoth/wesnoth/pull/3576 before 1.16 . The pr was originaly made to make it easier to add new features to stable releases by adding some 'apilevel' (like '1.16.3') field used in add ons. I say it still makes sense to merge that pr even without us intending...
by gfgtdf
October 11th, 2019, 9:31 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 335
Views: 86669

Re: World Conquest II

for the others factions, the recruit list depend of the leader. to simplify, for dunefolk, all leaders have the same recruit list. hmm ye maybe we shodul do thin i also dont really want to invest muhc in findin the best recruilist if i have to change it anways for the 1.15 dunfolk chnages later. fo...
by gfgtdf
October 11th, 2019, 1:30 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 335
Views: 86669

Re: World Conquest II

hello gfgtdf, some requests : - make the faction Empire available in the random list for the players. Hmm i think this is already possible by changing a variable in the config.cfg file. - make the faction Dunefolk available for AI. we want to fight them. sure why not. Maybe you coudl suggest a conc...
by gfgtdf
October 11th, 2019, 1:22 pm
Forum: WML Workshop
Topic: [Solved] Scenario end with victory turn 1
Replies: 4
Views: 71

Re: Scenario end with victory turn 1

So i want to make a scenario with no opposed sides, all the sides are allies and i want to be able to play multiple turns without ending the scenario. However i always get a victory screen no matter what i do. just use victory_when_enemies_defeated=no in [scenario] should work. Also i don't want to...
by gfgtdf
October 11th, 2019, 11:41 am
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 5
Views: 91

Re: Is it possible to get opponent's level in weapon specials?

ohh hmm it seems like this was written mostly with the leadership ability in mind where one unit has the ability and the 'other' unit it the unit that 'received' the ability.

So it seems that is itnot possibel that way maybe we can add this possiblity to wesnoth 1.15 in time.
by gfgtdf
October 11th, 2019, 2:41 am
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 5
Views: 91

Re: Is it possible to get opponent's level in weapon specials?

did you try putting it in parentesis like add="(other.level)"
by gfgtdf
October 11th, 2019, 1:54 am
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 5
Views: 91

Re: Is it possible to get opponent's level in weapon specials?

yes im quite sure that would work. It it doesn't maybe you could tell what exact syntax you have tried?
by gfgtdf
October 8th, 2019, 11:08 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 521

Re: "upkeep=free" problem

josteph wrote:
October 8th, 2019, 6:51 pm

Lua also has access to wesnoth.game_config.base_income as a read-only.
Be aware though that is is iirc not persistent In saves so.it has.to be set in preload events or other code that runs whenever saves are loaded.
by gfgtdf
October 5th, 2019, 9:42 pm
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 217

Re: Change control over side to AI and back mid turn

It means that when there is a new weanoth version that will be 1.14.10 or 1.15.2 it will probably be fixed in that version.
by gfgtdf
October 5th, 2019, 3:38 pm
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 217

Re: Change control over side to AI and back mid turn

the bugfix https://github.com/wesnoth/wesnoth/comm ... e3407ef162 is pushed to master and i tested that it works , hopefully i don't forget to backport it to 1.14 before a 1.14.10 release.
by gfgtdf
October 5th, 2019, 1:45 am
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 217

Re: Change control over side to AI and back mid turn

hmm sounds like a bug, my first suspect woudl be the equivalent of this line https://github.com/wesnoth/wesnoth/blob/f04abd2d87b071149de4d719feb0d2e47a1d586d/src/menu_events.cpp#L1499-L1504 missing in the code that changes controllers from wml. can you run (c++) source patches to test if we give you...
by gfgtdf
October 3rd, 2019, 3:37 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 357

Re: Submerge ability not working as expected

yes hidden does something different. It was originally only made for animations during events.
by gfgtdf
September 26th, 2019, 2:27 pm
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 170

Re: Headache with [tunnel]

then var1 and var2 must constantly exist, as their value is not substituted directly in at the creation of the tunnel, but are instead "constantly read"...? And as soon as they are cleared, the tunnel ceases to have a source. That's my understanding of this. And if this is the case, then it is bad ...
by gfgtdf
September 26th, 2019, 11:06 am
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 521

Re: "upkeep=free" problem

serclino wrote:
September 26th, 2019, 10:12 am
I don't want to use {TRAIT_LOYAL}, because it will cost me one slot of unit's attributes.
Yes what white wolf said does work, but I'm curious why is it a problem for you if it costs one of the units "attributes"? There is no limit on how many attributes a unit can have.
by gfgtdf
September 22nd, 2019, 2:17 pm
Forum: WML Workshop
Topic: how to work with array and random numbers
Replies: 3
Views: 542

Re: how to work with array and random numbers

Whether the logic is done in Lua or WML, [side] does not support variable evaluation. This is not 100% true since 1.14, with scenario_genreration=lua you can actually generate the whole wml code for the scenario with lua code, ( I do that in the 1.15 version of world conquest II), although I agree ...