Search found 301 matches
- April 6th, 2024, 7:23 pm
- Forum: Faction & Era Development
- Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
- Replies: 224
- Views: 133612
Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
version 0.8.8 is published for BfW 1.18.x as "Altera" (only) also all older versions of Altera (except "hotfix" releases) are published for BfW 1.18.x (can be chosen in version dropdown on add-ons's description pane when add-on is hoghlighted in the list of add-ons available on a...
- February 7th, 2024, 8:00 pm
- Forum: Faction & Era Development
- Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
- Replies: 224
- Views: 133612
Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
version 0.8.8 is published for BfW 1.14.x and 1.16.x as "Altera" currently this addon is published under 2 names: "Altered era/ruleset" is stable version, it is going to be updated only when second digit of version number is changed "Altera" is "development" v...
- December 10th, 2023, 7:16 pm
- Forum: Faction & Era Development
- Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
- Replies: 224
- Views: 133612
Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
hotfix version 0.8.7a is published for Wesnoth 1.16.x (only) this version fixes following issue: - message about missing '~add-ons/Altera/units/boggarts/harassers' folder this hotfix is not published for Wesnoth 1.14.x because this version does not have this issue looks like add-ons server for wesno...
- December 10th, 2023, 11:46 am
- Forum: Faction & Era Development
- Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
- Replies: 224
- Views: 133612
Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
Macro/file '~add-ons/Altera/units/boggarts/harassers' is missing at ~add-ons/Altera/_main-units.cfg:108 included from ~add-ons/Altera/_main-body.cfg:58 included from ~add-ons/Altera/_main.cfg:17 confirmed: got exactly same error under BfW 1.16.0 after deleting all add-ons and re-downloading Altera ...
- November 20th, 2023, 10:40 am
- Forum: WML Workshop
- Topic: Testing WML actions more often without reloading cache
- Replies: 3
- Views: 4196
Re: Testing WML actions more often without reloading cache
... ... ... Many WML tags are implemented in Lua now, and because of that Lua has all the tools needed to read and run WML. ... ... ... is it limited to WML tags which are already (re/)implemented in lua? if so then will it ignore tags which are not implemented in lua? will these tags cause runtime...
- November 14th, 2023, 10:52 am
- Forum: WML Workshop
- Topic: how to use opponent's terrain to calculate own defense?
- Replies: 11
- Views: 4047
Re: how to use opponent's terrain to calculate own defense?
what this commented line is for?Ravana wrote: ↑July 21st, 2023, 5:34 pmCode: Select all
# lua wesnoth.require("wml-utils").handle_event_commands(wml.load("~add-ons/EventLoader/action.cfg"))
did it somehow help with debugging?
- November 6th, 2023, 4:32 pm
- Forum: WML Workshop
- Topic: how to filter terrain groups? (all flat, all deep water etc)
- Replies: 3
- Views: 3623
Re: how to filter terrain groups? (all flat, all deep water etc)
I think I would just make macros for each type like this: ... ... ... apparently that's how it is done in mainline the problem is that it may fail on maps with custom terrains unless makers of such maps strictly adhere to mainline's style of terrain codes also consider terrain categories like shall...
- November 6th, 2023, 6:45 am
- Forum: WML Workshop
- Topic: how to use opponent's terrain to calculate own defense?
- Replies: 11
- Views: 4047
Re: how to use opponent's terrain to calculate own defense?
[filter_attacker][filter_weapon] might help https://wiki.wesnoth.org/FilterWML#Filtering_Weapons, https://wiki.wesnoth.org/AbilitiesWML it does help with specials that set purely fixed chance to hit (like "magical" in mainline) but not ones that are intended to limit maximum chance to hit...
- November 5th, 2023, 6:06 pm
- Forum: WML Workshop
- Topic: how to use opponent's terrain to calculate own defense?
- Replies: 11
- Views: 4047
Re: how to use opponent's terrain to calculate own defense?
EDIT: weapon special described above overrides fixed chance to hit specials like mainline's "magical" weapon special when fixed chance to hit is lower than one yielded by above formula, like when defender is land unit standing in water
yet to find how to counter this issue
yet to find how to counter this issue
- November 4th, 2023, 7:55 pm
- Forum: WML Workshop
- Topic: how to filter terrain groups? (all flat, all deep water etc)
- Replies: 3
- Views: 3623
how to filter terrain groups? (all flat, all deep water etc)
StandardLocationFilter allows filtering terrain types by terrain code, including wildcards but that's pretty much it is there any way to filter terrains by defense/movement category, as they are listed in unit type descriptions? namely these 15 categories as listed in movetypes: deep_water, shallow...
- November 4th, 2023, 2:49 pm
- Forum: WML Workshop
- Topic: how to use opponent's terrain to calculate own defense?
- Replies: 11
- Views: 4047
Re: how to use opponent's terrain to calculate own defense?
following parameters for [chance_to_hit] special seem to do the trick:
except it works only under wesnoth 1.14.x and later
going to search for some other way for older versions of wesnoth
Code: Select all
value="(100-defense_on(self, other.loc))"
apply_to=opponent
active_on=offense
going to search for some other way for older versions of wesnoth
- October 14th, 2023, 1:54 pm
- Forum: Faction & Era Development
- Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
- Replies: 224
- Views: 133612
Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
version 0.8.7 is published for BfW 1.14.x and 1.16.x as "Altera" currently this addon is published under 2 names: "Altered era/ruleset" is stable version, it is going to be updated only when second digit of version number is changed "Altera" is "development" v...
- October 6th, 2023, 8:55 am
- Forum: Users’ Forum
- Topic: Incorporating the Advanced Wesnoth Wars mod into the official set?
- Replies: 4
- Views: 3056
Re: Incorporating the Advanced Wesnoth Wars mod into the official set?
another possibility to reduce gambling-like effects (and feelings!) of wesnoth's randomized combat is to make missing strikes deal fraction of their full damage instead of no damage at all this way odd chance for a single unit to kill many enemies of the same (or even higher) level can be reduced fr...
- July 22nd, 2023, 7:13 am
- Forum: WML Workshop
- Topic: how to use opponent's terrain to calculate own defense?
- Replies: 11
- Views: 4047
Re: how to use opponent's terrain to calculate own defense?
thanks, going to try it
is it https://wiki.wesnoth.org/Wesnoth_Formula_Language used in your example after "value="?
- July 22nd, 2023, 7:12 am
- Forum: WML Workshop
- Topic: village names
- Replies: 4
- Views: 1544
Re: village names
I guess by "umc" you mean user-made campaigns? AFAIK campaigns (both mainline and user-made ones) usually have pre-made maps with non-ramdom village names predefined by authors each campaign it should be possible to write WML script that replaces village names with random ones for existing...