Search found 273 matches

by Tad_Carlucci
June 10th, 2018, 4:09 pm
Forum: Users’ Forum
Topic: Fog
Replies: 2
Views: 140

Re: Fog

Fog-of-war.

Visually, it grays over the areas of the map not directly view-able by one of your units.
by Tad_Carlucci
June 5th, 2018, 1:38 am
Forum: Ideas
Topic: Stacking units - smaller proposal
Replies: 3
Views: 156

Re: Stacking units - smaller proposal

It seems to me that you could make a set of special units: Man, Dog, and Man-and-Dog. Have a context menu option to stack and unstack them. Unstack Man-and-Dog and it becomes just Man, and Dog appears. If the Dog is next to the Man, stack and the Dog disappears and Man becomes Man-and-Dog. In a simi...
by Tad_Carlucci
June 1st, 2018, 1:26 pm
Forum: WML Workshop
Topic: What does "meant to be used as a suffix" mean for macros?
Replies: 6
Views: 364

Re: What does "meant to be used as a suffix" mean for macros?

You looked but didn't see ... #define GUARDIAN # Meant to be used as a suffix to a unit-generating macro call. [+unit] ai_special=guardian animate=no [/unit] #enddef The [+unit] means you must have JUST closed a [unit] tag and this macro is re-opening it to make a change. The assumption that you mus...
by Tad_Carlucci
May 20th, 2018, 12:48 pm
Forum: Technical Support
Topic: The scenario wont continue
Replies: 3
Views: 364

Re: The scenario wont continue

Can't see the image but since your following Hasty Alliance, I'd guess its about a failure for the random map which follows. There is a known problem there. As I understand it, the issue is random, and retrying will work around it (but might take a couple tries). The problem should be fixed in the n...
by Tad_Carlucci
April 29th, 2018, 7:02 pm
Forum: iOS Support
Topic: iOS Cross Savegame and Multiplayer
Replies: 15
Views: 980

Re: iOS Cross Savegame and Multiplayer

No and as just posted, a hotfix is coming
by Tad_Carlucci
April 27th, 2018, 11:45 pm
Forum: Release Announcements, Compiling & Installation
Topic: archlinux wesnoth-devel 1.13.12 is out!
Replies: 3
Views: 603

Re: archlinux wesnoth-devel 1.13.12 is out!

1.14.0-2 installed without issue.
by Tad_Carlucci
April 27th, 2018, 2:52 pm
Forum: Release Announcements, Compiling & Installation
Topic: archlinux wesnoth-devel 1.13.12 is out!
Replies: 3
Views: 603

Re: archlinux wesnoth-devel 1.13.12 is out!

pacman attempted, and failed, to install 1.14, this morning.
checking for file conflicts...
error: failed to commit transaction (conflicting files)
Full output attached
by Tad_Carlucci
April 24th, 2018, 11:53 pm
Forum: Website
Topic: Feedback on forum registration
Replies: 10
Views: 729

Re: Feedback on forum registration

I didn't know we don't allow prospective players to create a Forum account. It's been a while: does the account creation page warn people that we only want them if they already play?
by Tad_Carlucci
April 23rd, 2018, 1:07 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.14 (1.14 Release Candidate 3)
Replies: 25
Views: 3667

Re: Wesnoth 1.13.14 (1.14 Release Candidate 3)

Well, not a bug in the programming code.

It is a bug in that it is a missing animation which could be truly missing or a configuration problem, so should be reported.
by Tad_Carlucci
April 19th, 2018, 1:11 pm
Forum: iOS Support
Topic: iOS Cross Savegame and Multiplayer
Replies: 15
Views: 980

Re: iOS Cross Savegame and Multiplayer

The save games can be copied and used on your desktop or another device. The storage location differs by platform. Use whatever tool you usually use (Finder, scp, ftp, whatever) to move them around. You can start a local networked multiplayer game and connect to it. Except for the network address, i...
by Tad_Carlucci
April 19th, 2018, 3:13 am
Forum: Technical Support
Topic: Very long animations cause the game to crash (1.13.14)
Replies: 3
Views: 352

Re: Very long animations cause the game to crash

Please file an Issue on Github. Be sure to include the version of Wesnoth you're using. Also, be aware that if the issue is with Wesnoth 1.12 it will be marked Wont Fix and closed; to avoid that, be sure you can duplicate the issue with a recent build, such as 1.13.14 or 1.15+dev
by Tad_Carlucci
April 17th, 2018, 4:05 pm
Forum: Users’ Forum
Topic: 1.13.8 SotBe Silent Forest Balancing Changes
Replies: 2
Views: 339

Re: 1.13.8 SotBe Silent Forest Balancing Changes

SotBE S8: Balance changes to make the scenario easier overall committed on May 6, 2017 Code-reading the commit this changed the number of turns (add two more turns) and gave the opponents a bit more starting cash while reducing their income per village. [Pretty much your standard re-balancing tweaks.]
by Tad_Carlucci
April 10th, 2018, 4:22 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.13 (1.14 Release Candidate 2)
Replies: 12
Views: 2865

Re: Wesnoth 1.13.13 (1.14 Release Candidate 2)

Of course, it's worth making Wesnoth work like a new user might expect. The only debate is whether it's important enough to delay the release of 1.14, or if it can wait for 1.14.1
by Tad_Carlucci
April 9th, 2018, 11:26 pm
Forum: Art Workshop
Topic: OGL Open Game Licence
Replies: 25
Views: 2509

Re: OGL Open Game Licence

The point about re-licensing is the important point. We require a certain set of licenses. Users are free to choose other licenses for their own use, but to place them on our servers, they must grant one of the approved licenses and they probably do not have authority to do that unless they created ...
by Tad_Carlucci
March 26th, 2018, 3:03 pm
Forum: Release Announcements, Compiling & Installation
Topic: archlinux wesnoth-devel 1.13.12 is out!
Replies: 3
Views: 603

Re: archlinux wesnoth-devel 1.13.12 is out!

You're listing lua as a dependency. It is not. Wesnoth includes Lua directly and the target machine does not need to have a Lua interpreter or the Lua headers or libraries.