Search found 785 matches

by Simons Mith
November 5th, 2011, 1:38 pm
Forum: Ideas
Topic: [interface] Allow unit renaming from recall list
Replies: 13
Views: 2486

Re: [interface] Allow unit renaming from recall list

Because you want to rename some units as 'Keep' before you go on a dismissing spree, or 'save for scen 8', or because you want to flag troops as loyal, quick, strong etc. while they're all listed in neat sortable columns in one place?
by Simons Mith
November 4th, 2011, 8:22 pm
Forum: WML Workshop
Topic: [mainline] {MOVE_HALO} macro submission
Replies: 8
Views: 698

Re: [mainline] {MOVE_HALO} macro submission

@tek Well, there's already a handful of example macros on the Wiki. ('Useful code fragments') Such as a 'Shop-Like-Thing' There's the time-honoured technique of raiding other peoples' campaigns for useful code. There are lots of WML fragments on the forums, but finding one that does what you need ca...
by Simons Mith
November 4th, 2011, 1:07 pm
Forum: WML Workshop
Topic: [mainline] {MOVE_HALO} macro submission
Replies: 8
Views: 698

Re: [mainline] {MOVE_HALO} macro submission

Of course not. Go ahead. Edit to avoid double-post: By the way, if you use the square root trick (though that seems unlikely as LUA has the maths functions WML lacks) 0.3630 is a better magic number than 0.3333, giving worst-case errors of under 7%. (oops, corrected to a more cautious figure) That p...
by Simons Mith
November 3rd, 2011, 7:36 pm
Forum: WML Workshop
Topic: [mainline] {MOVE_HALO} macro submission
Replies: 8
Views: 698

[mainline] {MOVE_HALO} macro submission

Attached is a (rather long) MOVE_HALO macro, which I imagine might be useful for a lot of people. It works in much the same way as {MOVE_UNIT_FAKE} except that: it can take an animated halo string it can handle decimal hexes it can send the halo along a straight-line path that ignores the hex grid (...
by Simons Mith
November 2nd, 2011, 2:24 pm
Forum: Ideas
Topic: [interface] Overlay for slowed down units
Replies: 19
Views: 3575

Re: [interface] Overlay for slowed down units

On 9, the brightness of the three affected units is closer to equal. On 3, slowed looks somewhat brighter, and thus slightly out-of-place. For that reason I'd vote for 9. As that's the one already in the game, I'd say good pick!
by Simons Mith
November 1st, 2011, 5:40 pm
Forum: Art Contributions
Topic: Rotten Woodbridge
Replies: 24
Views: 7856

Re: Rotten Woodbridge

@Simons: [stumps] Probably not for mainline, at least not for 1.10. Do you need them for a campaign? 'Need', no. But I've got several places where I'd love to use them as terrain embellishments. Both as rotten piers and in tree-stump mode, if they turn out to be suitable as such. I will certainly g...
by Simons Mith
November 1st, 2011, 12:50 pm
Forum: Ideas
Topic: [interface] Overlay for slowed down units
Replies: 19
Views: 3575

Re: [interface] Overlay for slowed down units

Rather than red, can I add my vote for blue? I may be being a bit too Fate-of-a-Princess-centric with this suggestion, but that campaign has several units with 'freeze' attacks that slow you, and blue for cold/ice-encased works well for freeze-slowers even if the connection for entangle-slowers is l...
by Simons Mith
October 30th, 2011, 2:27 am
Forum: Ideas
Topic: [mainline] request: Add SPECIAL_NOTES_RANGED_FIRSTSTRIKE?
Replies: 1
Views: 520

[mainline] request: Add SPECIAL_NOTES_RANGED_FIRSTSTRIKE?

The existing firststrike special already works fine for ranged attacks. Its description doesn't. Please can the following be added to core/macros/special-notes.cfg: #define SPECIAL_NOTES_RANGED_FIRSTSTRIKE _" This unit is highly effective at responding to distant threats, and if it comes under range...
by Simons Mith
October 29th, 2011, 4:52 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 847
Views: 225245

Re: My Terrain (Mine!)

Huh? It's always been pretty clear how they'd work: just like chasm. I think he means the part about them being barriers between hexes, not occupying hexes. A unit can't stand on a chasm, but it would look odd if a unit couldn't walk on the nice, solid ridge of a cliff or mesa. Expanding on zook's ...
by Simons Mith
October 29th, 2011, 4:22 pm
Forum: WML Workshop
Topic: Applying '[avoid]'-like behaviour to a player's unit
Replies: 1
Views: 234

Applying '[avoid]'-like behaviour to a player's unit

I have a unit that I would like to stay in a given area (a castle) for a couple of turns. Ideally I'd like to do this with as light a touch as possible. There are various ways I could do this, such as changing it to an AI-controlled side for those few turns; reducing its movement to 1 or 2 points, o...
by Simons Mith
October 28th, 2011, 10:33 am
Forum: Writers’ Forum
Topic: Wesnoth lore, idioms and phrases braindump
Replies: 39
Views: 12095

Re: Wesnoth lore, idioms and phrases braindump

I think my main gripe with it is not that it's unrealistic, but that it's the only taunt many orcs seem to know. More variety is needed. And by subverting it, I mean things like, the soldiers on the non-orc side saying it. Although obviously they'll be less keen on having packs of non-ravening wolve...
by Simons Mith
October 27th, 2011, 8:15 pm
Forum: Writers’ Forum
Topic: Wesnoth lore, idioms and phrases braindump
Replies: 39
Views: 12095

Wesnoth lore, idioms and phrases braindump

I have a number of Wesnothian idioms and phrases buzzing in my head (some mine, some others'), so as there's a bit of writing activity going on ATM I thought I'd try to get them down. This is probably wiki-fodder, but I prefer to start somewhere it can be discussed first. By or about elves: Phrase: ...
by Simons Mith
October 27th, 2011, 4:13 pm
Forum: WML Workshop
Topic: Larger font for all messages in a campaign
Replies: 14
Views: 1652

Re: Larger font for all messages in a campaign

[Simulpost by Anonyssimus] Well, I had a look in the game code to see if I could find the default font size settings, and came across this: const int SIZE_NORMAL = 14; inline int relative_size(int size) { return (SIZE_NORMAL * size / 14); } // automatic computation of other font sizes, to be made a ...
by Simons Mith
October 27th, 2011, 2:23 pm
Forum: WML Workshop
Topic: Larger font for all messages in a campaign
Replies: 14
Views: 1652

Re: Larger font for all messages in a campaign

Minor refinement suggestions: Can you add the default sizes as comments, and/or make them parameters which can be passed from main.cfg? This is such a handy change it should be part of the game. I can read the text fine on my screen at current sizes, but typography corrections - spotting incorrect c...
by Simons Mith
October 27th, 2011, 2:12 pm
Forum: Writers’ Forum
Topic: Will this make a good story?...
Replies: 15
Views: 2543

Re: Will this make a good story?...

Isn't the term 'tomato surpise'? See esr's campaign-writing how-to:

http://www.catb.org/~esr/wesnoth/campai ... howto.html

Edit: Fixed needlessly broken link