Search found 784 matches
- September 19th, 2013, 12:09 am
- Forum: Translations & Internationalization
- Topic: Clarification
- Replies: 3
- Views: 1629
Re: Clarification
Bore isn't a coastal shape in English either though. It seems likely the word is being misused here, and the author is trying to say a place where a bore occurs.
- September 17th, 2013, 11:44 pm
- Forum: Translations & Internationalization
- Topic: Clarification
- Replies: 3
- Views: 1629
Re: Clarification
It's most likely referring to a tidal bore. It's a type of wave that occurs when the tide comes in on some rivers. Wikipedia suggests that it would be called "un mascaret" in French, assuming that you're translating into that language based on the location you give for yourself. http://en....
- September 16th, 2013, 11:06 pm
- Forum: WML Workshop
- Topic: Learning to add Terrain to the game
- Replies: 21
- Views: 4142
Re: Learning to add Terrain to the game
Alarantalara’s Custom Terrain Tutorial may be helpful, though it’s a bit old. I've actually been trying to keep it up to date with syntax changes. As I recall, it covers everything up to 1.11.1, though I haven't checked for anything new since then. I added icehills now to the game, most transitions...
- July 28th, 2013, 12:18 am
- Forum: Users’ Forum
- Topic: Why doesn't the AI recruit spearmen vs drakes?
- Replies: 5
- Views: 1728
Re: Why doesn't the AI recruit spearmen vs drakes?
Alternately, if you have 1.11, play against the Experimental AI in multiplayer.
In a quick AI vs AI game by turn 22, the drakes recruited:
1 Burner
8 Clashers
6 Fighters
2 Gliders
4 Augurs
The loyalists recruited:
1 Bowman
3 Cavalryman
2 Fencers
2 Heavy Infantrymen
20 Spearmen
(The loyalists won)
In a quick AI vs AI game by turn 22, the drakes recruited:
1 Burner
8 Clashers
6 Fighters
2 Gliders
4 Augurs
The loyalists recruited:
1 Bowman
3 Cavalryman
2 Fencers
2 Heavy Infantrymen
20 Spearmen
(The loyalists won)
- June 24th, 2013, 11:23 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 847
- Views: 253521
Re: My Terrain (Mine!)
Personally, I find the following to be critical differences between items and terrain. If the image is animated it must be a terrain. If the image should appear in front of units, it must be a terrain. If the object is bigger than one hex, it must be a terrain. These objects are larger than one hex,...
- June 23rd, 2013, 1:37 am
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 847
- Views: 253521
Re: My Terrain (Mine!)
It's possible to manipulate the probabilities to get almost any distribution you like: Screen shot 2013-06-22 at 9.28.46 PM.jpg For instance this example has almost no red but does include all of the detritus*.png images as possibilities. As long as you have at least three images, you can have one o...
- June 14th, 2013, 12:06 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.4
- Replies: 11
- Views: 16338
Re: Wesnoth 1.11.4
It was intended to support 10.5 at the time I compiled it. It may have to do with other changes made to the build. It should actually support 10.4 on a G4 as well (and is likely to still do so even though it doesn't work for x86 processors). I can reupload it if desired or you can wait for the next ...
- April 26th, 2013, 12:09 am
- Forum: Technical Support
- Topic: Color Question
- Replies: 1
- Views: 730
Re: Color Question
Take a look at terrain-graphics.cfg. The water images are colour shifted from the base image. Changing the numbers so that they are all equal will solve your problem.
- April 16th, 2013, 12:09 am
- Forum: Art Workshop
- Topic: Polar Fauna
- Replies: 32
- Views: 11204
Re: Polar Fauna
Birds seem to move more and less than you'd expect: http://www.youtube.com/watch?v=8vARD17nQjg
At slow speeds it looks like they move more forwards and backwards than up and down.
At slow speeds it looks like they move more forwards and backwards than up and down.
- April 13th, 2013, 2:57 am
- Forum: Technical Support
- Topic: bug during dialog
- Replies: 1
- Views: 650
Re: bug during dialog
This is a known bug: http://gna.org/bugs/?17806
- April 5th, 2013, 12:22 am
- Forum: WML Workshop
- Topic: Scenery over walker but under flier
- Replies: 6
- Views: 1283
Re: Scenery over walker but under flier
Terrrain layers are static, you can't change them based on the presence of units.
You could add an event to change the terrain depending on the unit on it where the two terrains are identical other than the layer of the image.
You could add an event to change the terrain depending on the unit on it where the two terrains are identical other than the layer of the image.
- March 31st, 2013, 12:40 pm
- Forum: Coder’s Corner
- Topic: AI changes on Windows
- Replies: 10
- Views: 3526
Re: AI changes on Windows
Check out the files in utils/ai_test (included in source distribution but not in all (any?) binary packages).
Alternatively, SeattleDad created a modification of the above to deal with the commandline bugs in 1.10. You can find it in the AI-demos add-on under ml_utils.
Alternatively, SeattleDad created a modification of the above to deal with the commandline bugs in 1.10. You can find it in the AI-demos add-on under ml_utils.
- March 24th, 2013, 12:54 am
- Forum: Scenario & Campaign Development
- Topic: After the Storm 0.10.11 [Wesnoth 1.14.x & 1.15.4+]
- Replies: 617
- Views: 269354
Re: After the Storm 0.9.0 [Wesnoth 1.10.x/1.11.1] (complete!
I have been considering a variety of alternatives, including making the whole unit line liminal with must-have fearless. However, this would not look very good in the UI (Forest Spirits already look quite bad with three traits that don’t fit in the sidebar), and I have not considered all the possib...
- March 23rd, 2013, 2:57 am
- Forum: WML Workshop
- Topic: Help displaying a large background image in game
- Replies: 1
- Views: 484
Re: Help displaying a large background image in game
To Lands Unknown has lots of examples. If you want a single moderately simple example, look at the last terrain graphics tag in this file: http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/Cataclysm/terrain-graphics.cfg?revision=16662&content-type=text%2Fplain It's about 17...
- March 2nd, 2013, 7:27 pm
- Forum: WML Workshop
- Topic: Custom Terrain Tutorial planning
- Replies: 36
- Views: 20441
Re: Custom Terrain Tutorial planning
is it possible to create a completely new, alternate terrain.cfg and terrain-graphics.cfg in some $user folder and disable original terrains in map editor at the same time? i don't want to wesnoth-style tiles with open general-style tiles New terrain.cfg and terrain-graphics.cfg files can easily be...