Search found 15 matches

by MoonyDragon
October 17th, 2019, 8:46 pm
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3106

Re: Indicating hexes that heal / illuminate / etc?

I personally would add more icons to the place where the preexisting "village" one lies, depending on what properties the hex has. Oh, and perhaps a sun makes more sense thematically ^^ This hex only gives income: capture.png This hex gives income and heals: income+heals.png This hex gives income, h...
by MoonyDragon
September 26th, 2019, 12:50 pm
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 266

Re: Headache with [tunnel]

Hi, I must admit that I havent done any testing yet, but I noticed a section where an error *might* occur: [not] x,y=47,19 [/not] [not] terrain=X*,Q*,*^V* [/not] I am not sure whether you can put in two [not] tags within the same filter_location (you store locations after all) parent. Maybe putting ...
by MoonyDragon
September 18th, 2019, 9:11 pm
Forum: Users’ Forum
Topic: Orc units - graphics
Replies: 3
Views: 884

Re: Orc units - graphics

For some reason they do not seem to look like orcs. This is partially due to the big weapon in the portrait. Perhaps the swords can become a bit more zagged or rugged or sagged or ... with spikes and such. A bit less like a katan. But the whole orc unit looks a bit ... bulky and fat, more like a bl...
by MoonyDragon
September 17th, 2019, 6:53 pm
Forum: Scenario & Campaign Development
Topic: Chronological error in the Campaign The Rise of Wesnoth
Replies: 3
Views: 717

Re: Chronological error in the Campaign The Rise of Wesnoth

Your issue is indeed true, but the solution requires to repaint (or waste) story art, which is rather complicated. Until now, I myself have never noticed this anachronism, and assume others did neither. Thus, I would leave this relatively unimportant issue alone, given that few have the skills and t...
by MoonyDragon
September 11th, 2019, 8:11 pm
Forum: Users’ Forum
Topic: Which faction do you think is the most difficult to play?
Replies: 16
Views: 1426

Re: Which faction do you think is the most difficult to play?

They have terrible defenses and only 2 strikes. Therefore vulnerable to bad rng. Sure bulky but high cost. Absolutely true. But the core of a great offensive are high damage mobile units like loyalists horsemen and drakes, or bulky fighters like dwarves and orcs. Are woses not bulky (and slow + exp...
by MoonyDragon
September 11th, 2019, 5:54 pm
Forum: Users’ Forum
Topic: Which faction do you think is the most difficult to play?
Replies: 16
Views: 1426

Re: Which faction do you think is the most difficult to play?

For a defensive play id say the undead, but for an offensive play its the elves hands down for me. Their lvl 1 units are weak and neutral, so no bonus damage. The only thing that makes them great is that mythic 70% defense on forests, which makes them really frustrating to play against. You seem to...
by MoonyDragon
September 10th, 2019, 6:35 pm
Forum: Users’ Forum
Topic: Which faction do you think is the most difficult to play?
Replies: 16
Views: 1426

Re: Which faction do you think is the most difficult to play?

Hm, I'm not an expert at any means but I've read that poison is useful in defence, especially against melee-oriented factions: trying to dislodge a ghoul they poison lots of units and became weaker during your next assault Of the two melee-oriented factions (Northerners + Knalgans) the Northerners ...
by MoonyDragon
September 10th, 2019, 6:04 pm
Forum: Users’ Forum
Topic: Which faction do you think is the most difficult to play?
Replies: 16
Views: 1426

Re: Which faction do you think is the most difficult to play?

As sergey already noted, I absolutely love playing defensively :D Contemplating the best moves and positions each turn is pure joy for any strategist, but in Wesnoth, my playstyle is heavily influenced by two simple and subjective sentiments: 1. I like levelling up units. 2. I dont like losing units...
by MoonyDragon
May 27th, 2019, 3:58 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Re: Sand Storm Terrain

UPDATE: The second question is solved

A big thanks to everyone here! I inserted josteph's code into my terrain.cfg file and now everything works as intended :D
You will see this terrain in my upcoming UMC campaign!
by MoonyDragon
May 27th, 2019, 3:38 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Re: Sand Storm Terrain

The symbols/ directory is indeed found in "<wesnoth>/images/icons/terrain". and as far as I have tried out, the terrain icons you may use are indeed limited to what you find there. I assumed that these transparent icons would be layered on the colored background, and tried to circumvent the red colo...
by MoonyDragon
May 26th, 2019, 1:18 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Re: Sand Storm Terrain

Update on the second question Dismissing the possibility of creating a completely new alias with its own movement costs, I decided to use the Frozen alias instead. But because a terrain with both Sand and Frozen aliases would look contradictory, I set up a proxy-terrain that is Frozen for all inten...
by MoonyDragon
May 26th, 2019, 12:23 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Re: Sand Storm Terrain

Hi doofus-01, I have indeed tried the NEW:TRANSITION macro before I asked this question, but with no success: 1. It causes some border transitions to simply disappear (see: Desert Sands - Desert Mountains in the pictures below). I suppose that is because it is used in those transitions aswell, causi...
by MoonyDragon
May 25th, 2019, 7:37 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Re: Sand Storm Terrain

UPDATE: The first question is solved (more or less) Still unable to use any of the existing macros, I've decided to check out some Tutorials on Terrain Graphics , and I ended up writing the border transitions myself. The code works on a basic level, but it would be infinitely cleaner if I finally f...
by MoonyDragon
May 20th, 2019, 6:55 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Re: Sand Storm Terrain

The terrain graphics are not the problem, as I have all variants for every border situation concerning the sand storm terrain. I simply do not have enough experience with coding the respective border transitions. Currently, my custom terrain sets up border transitions in all 6 directions without pro...
by MoonyDragon
May 20th, 2019, 1:12 pm
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 1141

Sand Storm Terrain

Hello everyone, I want to include a new "sand storm" terrain type in my upcoming campaign, that works an an overlay like shroud/fog and slows down units. I took the sand storm graphics by Attila for my UMC, but i quickly ran into problems when I tried to code the terrain and its interactions. Thus, ...