Search found 68 matches
- November 6th, 2010, 9:53 am
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
Ringcaat returns!
Hi, everyone! Let me offer my apologies for disappearing four years ago. I was finding it increasingly difficult to keep up with the changes being made to BFW at the time. My old scenarios were being rendered problematic or unplayable with changes in code or art, while I was finding it difficult to ...
- October 29th, 2006, 1:10 pm
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
...
... Yay! Alrighty, these nice comments are enough to get me revving to go again. :) Amazing what a kind word can do, isn't it? This month, I've been busy with an online roleplaying world called Kings and Vagabonds MUCK. It's one of many, many places based on Disney's "The Lion King" (what ...
- August 12th, 2006, 2:52 am
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
- July 27th, 2006, 9:33 am
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
A Gryphon's Tale, version 0.6.0!
I have just released version 0.6.0 of A Gryphon's Tale! This update took me weeks of labor and was rife with frustration and tedium, but it had to be done, because now that I've started this thing I can't leave it unfinished. This update can be found on the 1.1.7+ server. Its features include: * A n...
- July 27th, 2006, 8:46 am
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
Aha!
Done! The problem turned out that I was just trying to send too much. I was including all the music that was taken out in 1.1, which drove the total campaign size to over 5 megs. I figured this would be okay because there are a couple of campaigns of that size, but maybe it just took their creators ...
- July 27th, 2006, 8:32 am
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
Ready to publish, but...
After a year since my last update and weeks of hard, tedious work, I have completed an update for A Gryphon's Tale! The problem is, I can't seem to publish it. When I try, I get the Terms window and click OK, and then it just hangs, and I have to Ctrl-Alt-Del Wesnoth. I tried waiting for half an hou...
- July 26th, 2006, 12:27 pm
- Forum: WML Workshop
- Topic: Why won't they attack it?
- Replies: 13
- Views: 3077
Why won't they attack it?
I'm having trouble convincing units on one side (side 2) to attack the sole unit on the only enemy side (side 3). The would-be attackers are strong units at full health; their intended target is incredibly wimpy and is guaranteed to die in a single blow. Side 2 has the following ai tag: [ai] village...
- July 26th, 2006, 11:52 am
- Forum: WML Workshop
- Topic: How do I add abilities to individual units?
- Replies: 10
- Views: 2919
- July 21st, 2006, 4:02 am
- Forum: WML Workshop
- Topic: How do I add abilities to individual units?
- Replies: 10
- Views: 2919
How do I add abilities to individual units?
I'd like to create an object that gives units the 'teleport' ability. I've looked through the Wiki, the utils.cfg file, and a saved game file, but I'm still at a loss. It's worth noting that the Wiki page on the [unit] tag (for unit types) doesn't include the [abilities] tag that I see being used, o...
- July 20th, 2006, 8:40 pm
- Forum: WML Workshop
- Topic: How can I make the player's units turn on them?
- Replies: 2
- Views: 1491
- July 20th, 2006, 12:12 am
- Forum: Scenario & Campaign Development
- Topic: "A Gryphon's Tale" campaign
- Replies: 214
- Views: 59123
Durnit! The developers apparently changed the 'fly' movement type, so that now it takes 3 movement points for a flying unit to cross a cave hex. That breaks Orcish Prison and the new scenario I'm working on. I didn't want to have to create custom gryphon units, but now I can't think of a good altern...
- July 19th, 2006, 10:38 pm
- Forum: WML Workshop
- Topic: Some questions
- Replies: 3
- Views: 1350
Related question...
I once asked about how to comment out a block of text, and I got a lot of useful suggestions. The most efficient suggestion was to enclose the text I wanted to comment out in braces, as it was very unlikely to be a preprocessor directive. I've done that successfully for a long time, but recently I'v...
- July 17th, 2006, 8:20 am
- Forum: WML Workshop
- Topic: How can I make the player's units turn on them?
- Replies: 2
- Views: 1491
How can I make the player's units turn on them?
What I want to do in my campaign is have the player's own units start fighting against the player if a given event is triggered. I know it's possible to change what team a side is playing for. It doesn't seem to be possible, however, to change who controls a given side--human versus ai. The other ch...
- July 16th, 2006, 9:23 am
- Forum: WML Workshop
- Topic: Permanent colour_adjust?
- Replies: 0
- Views: 751
Permanent colour_adjust?
I'd like to use the [colour_adjust] tag to permanently change the color of a scenario. However, it always resets to zero when the event it's part of ends. And when I use a second [colour_adjust] tag, it just overwrites it with the new figure instead of adding it as the wiki suggests it will. Is this...
- July 16th, 2006, 9:21 am
- Forum: WML Workshop
- Topic: Problems with 'sighted' events
- Replies: 2
- Views: 1291
Problems with 'sighted' events
I can't seem to get any of my 'sighted' events working properly. I recall that a year ago, the [filter] and [filter_second] tags were reversed from what the Wiki said about them. So as it happened, they would trigger when primary_unit is sighted by secondary_unit, and not vice versa. Now, it doesn't...