Search found 127 matches

by ilor
September 22nd, 2008, 8:59 pm
Forum: Ideas
Topic: Slow Credits
Replies: 5
Views: 933

Re: Slow Credits

done in trunk, was a very simple patch. No scrolling up though, that would require actual work ;)
by ilor
September 22nd, 2008, 7:10 am
Forum: Multiplayer Development
Topic: Editor macros (scripts)
Replies: 1
Views: 722

Editor macros (scripts)

As you may have noticed there's a new editor in the works, that is, in the 1.5 line. It should be possible to implement a script / macro system relatively easily, allowing task automation. See http://www.wesnoth.org/wiki/Editor2_MacroWML for a syntax proposal. What I need though are some comments, p...
by ilor
September 21st, 2008, 4:46 pm
Forum: Ideas
Topic: Map preview in the editor
Replies: 5
Views: 1375

Re: Map preview in the editor

This is certainly something that can and will be done in editor2, after gui2 widgets are complete enough
by ilor
September 12th, 2008, 3:27 pm
Forum: Ideas
Topic: Idea: Allow for player to see enemy attack probabilities
Replies: 19
Views: 2947

Re: Idea: Allow for player to see enemy attack probabilities

yeah, I've forgotten about the terrain. Drag-n-drop is probably not the best solution then, better just have a context menu option for "simulate battle here", which would then make the user click the two units.
by ilor
September 10th, 2008, 5:23 pm
Forum: Ideas
Topic: Idea: Allow for player to see enemy attack probabilities
Replies: 19
Views: 2947

Re: Idea: Allow for player to see enemy attack probabilities

I think it would be possible to allow drag and dropping enemy units onto other units and display the attack calculations. I can work on this if someone else thinks it's a reasonable interface.
by ilor
September 8th, 2008, 9:42 pm
Forum: Coder’s Corner
Topic: hexagon selection algorithm
Replies: 2
Views: 1642

Re: hexagon selection algorithm

look in display.cpp for display::hex_clicked_on and related functions
by ilor
September 8th, 2008, 10:40 am
Forum: Ideas
Topic: Random Map Seasons
Replies: 9
Views: 1956

Re: Random Map Seasons

I think this would still be better as a map generator feature -- at least from the map editor's point of view. Not sure how, though, given how much can be done with WML, maybe add a "postprocess" section in the generator definition?