Search found 47 matches

by Ruvaak
October 27th, 2022, 10:14 am
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advance Wesnoth Wars

Thanks for all your interest in this mod ! BTW, since you make/plan to do significant improvements of the mod @Toranks, you are welcome to publish your own fork in the official extension manager if you wish (just maintain the original name in the title, + a prefix or suffix of your choice, so users ...
by Ruvaak
November 3rd, 2021, 9:16 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advance Wesnoth Wars

Hey there Ruvaak, so I was wondering if there is anything known to be broken as of now? I am using your latest release from the 1.14 add-on server, just copied it to 1.16. Two of my mates aswell. So far we didn't run into any problems and everything runs fine. We played MP Scenarios and didn't use ...
by Ruvaak
October 28th, 2021, 5:59 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advance Wesnoth Wars

Ah darn, I was just coming to see if this was going to be updated, I just happened to get back into the game as 1.16 dropped and I struggle mightily now to play without no random combat. I have a vague memory of seeing a mod that was just the no random combat and none of the other features, though ...
by Ruvaak
October 26th, 2021, 7:34 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advance Wesnoth Wars

Hello everybody, Thanks for your interest ! Unfortunately, I do not plan to maintain this mod. If anyone wants to take care of it, I can do the handover so that they have access to mod re-upload on the server. Ideally someone with experience in modding or development. Some parts are done in LUA, oth...
by Ruvaak
December 6th, 2020, 1:18 am
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advance Wesnoth Wars

Thanks Ravana, I will dig on that. Maybe someone already did a mod who do that ?
by Ruvaak
December 3rd, 2020, 11:53 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

Hi Lilianae, I never met this error. Someone else did ? Can you tell me if you play on Windows, Linux ? Others mods enabled on your game ? Hi samiamrg7, I saw why, will be fixed on next update 1.14.15.2 For everybody : I'm looking on another option allowing players to recall their units dead in prev...
by Ruvaak
January 3rd, 2020, 12:59 am
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

Hi Lunyicon, The day and vulnerability seems to not be taken in account for "no random" with the core functions I use in LUA, and since the damages deals are usually around 40-60%, it have less compact. You can dig around the native experimental "Less RNG" in the game option, to ...
by Ruvaak
November 1st, 2019, 8:04 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

the icon of your addon seems to be about as big as your addon and takes up a significant amount of the addon list everyone downloads when connecting to the addon server. Please reduce the icon size or use a path to a mainline image instead of a data URI. The image seems to be a mainline portrait an...
by Ruvaak
October 30th, 2019, 4:15 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

Hi Soliton !

Ok, I will try to take care of it this weekend
by Ruvaak
October 19th, 2019, 6:13 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

Hello Zakimoto After checking things, it appears there is a problem on this Ravager campaign because it uses lot of "chances_to_hit", depending on some conditions (see screenshot) My code don't interpret the conditions and filters, so it's just basing the damage on the combination of all c...
by Ruvaak
October 12th, 2019, 10:29 am
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

Hello Zakimoto Thanks for reporting me, it's clearly a bug. Magickal and Marksman are managed in a special way in my code , they ignore the terrain defenses and always hit at 60-70% : so on No-Random option enabled, with hit ratio is converted in damage reduction, and 12x5 on 60% hit should be 7x5. ...
by Ruvaak
April 15th, 2019, 10:42 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

However....I'm somehow back to "No Random Combats" being always enabled in both custom and swarm mode (despite not being indicated as turned on by lua message at game start). Greez, Hammerfritz I saw the issue, just uploaded the 1.14.14.3 who fix it. But tell me if you still see problems....
by Ruvaak
April 15th, 2019, 3:04 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 71
Views: 44613

Re: Mod : Advanced Wesnoth Wars

Thanks, I will look at this ^^
by Ruvaak
April 14th, 2019, 6:07 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 112
Views: 35999

Re: BfW is a game that relies on save-scumming too much

If you don't like save-scumming, for campaign you can use Experimental RNG (don't forget to enable "keep seed", like almost people), give a try on Advanced Wesnoth Wars mod. The first feature is about that. The chances to hit become 100%, and a temporal damage multiplier is created for eac...
by Ruvaak
April 14th, 2019, 3:35 pm
Forum: WML Workshop
Topic: remove a trait to WML
Replies: 8
Views: 2458

Re: remove a trait to WML

Thanks all, I did a lua function similar to similar object, with the 3rd parameter Celtic_Minstrel show me, and it works : function wesnoth.wml_actions.aww_remove_trait(cfg) local trait_id = cfg.trait_id for _,unit in ipairs(wesnoth.get_units(cfg)) do wesnoth.remove_modifications(unit, {id = trait_i...