Search found 28 matches
- April 5th, 2020, 8:02 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
end of summer of second year.
- April 5th, 2020, 4:40 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Aaah, I was always hitting ctrl and -, never occured to me to use just -
- April 5th, 2020, 9:39 am
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
How else is one supposed to reach 20000 gold for victory, then?
My city covers 1/3 of the map already. I can upload screenshot if someone tells me how to zoom out.
My city covers 1/3 of the map already. I can upload screenshot if someone tells me how to zoom out.
- April 4th, 2020, 4:56 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Could you please add an option to not display the project completion messages? I.e. "trees were planted". I have around 100 workers and it is becoming ... annoying
Another thing - could there be a shortcut that combines mudding shallow water and then draining a swamp?
Another thing - could there be a shortcut that combines mudding shallow water and then draining a swamp?
- March 30th, 2020, 6:46 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Now I've really angered them XD
- March 30th, 2020, 5:19 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
This message is shown when the first Blacksmith is being constructed, even though other projects have already been ordered (and completed). The helpful text should show when first project of any kind is attempted. utils/tutorial.cfg: {TUTORIAL start_forge1 _"Your peasant workers have begun cons...
- March 30th, 2020, 1:42 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Note: Regarding the changes on your post above, how about making the elves spawn stronger units instead of more units if you cut too many trees? 30 veteran elves are certainly more dangerous than 100 weak elves (and faster to kill as well). +1, was about to suggest this myself. You can make the uni...
- March 27th, 2020, 1:53 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Every time the first unit of its kind is recruited, i.e. first mage, first cavalryman. I'm not sure if it was shown with heavy infantrymen, because it has been a while since the first one was recruited.
- March 26th, 2020, 12:27 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
The following message appears even if I have dozens of units spawned already: {TUTORIAL unrecruit1 _"Since most units require upkeep, there may be some times when you no longer wish to support them. In that case, move the 'un-desired' unit back to your castle, right click on them, and tell them...
- March 26th, 2020, 12:09 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
What if, instead of stopping them, the projects just take longer and become more expensive? It's winter, its cold. Might even make everyone on frozen terrain lose a few HP per turn. Why just random 2%? IMO, the transition should not be abrupt, as all units start in the same place. In fact, might eve...
- March 25th, 2020, 2:07 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Another bug(?): at the start of winter, some projects were disrupted, but others not. It seems that chopping down trees on flat terrain and mudding watter was, but trees on hills and converting muddied water to flat was not. The onset of winter could also be made gradual, i.e. on turn 30 of autumn, ...
- March 25th, 2020, 12:56 am
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Ahhh alright. I was cutting down trees like mad at start, to make room for my city. I'm actually still cutting them like mad... no wonder I'm getting visitors every 5 turns ... heavy inf doesen't complain. I wish I was warned about this in advance. Also, converting water->land cost 10 and takes 4 tu...
- March 24th, 2020, 2:06 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
Is it just me or are the elvish raids pretty much the strongest of them all, by far? I like how the game warns me about orcs, undead and bandits, but they are nothing compared to this.
Here, counted 676 gold worth of elves, luckily I've spawned with that lake in between:
Here, counted 676 gold worth of elves, luckily I've spawned with that lake in between:
- March 23rd, 2020, 8:29 pm
- Forum: Technical Support
- Topic: Minimap + help screen rendering bug
- Replies: 1
- Views: 797
Minimap + help screen rendering bug
An image is worth over a thousand words: minimapbug.png Wesnoth version 1.14.9 Boost: 1.72 Cairo: 1.16.0 (runtime 1.16.0) Pango: 1.42.4 (runtime 1.42.4) SDL: 2.0.10 (runtime 2.0.10) SDL_image: 2.0.4 (runtime 2.0.4) SDL_mixer: 2.0.4 (runtime 2.0.4) SDL_ttf: 2.0.14 (runtime 2.0.14)
- March 23rd, 2020, 4:13 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 86197
Re: WF - Wild Frontiers [SP Campaign]
I have two bugs to report:
- Ground labels are cleared when the seasons change
- There is no gold income on the seasons change: finish turn 36 -> start turn 1.