Search found 204 matches

by Neuromancer
January 4th, 2012, 7:47 pm
Forum: WML Workshop
Topic: Castle control
Replies: 7
Views: 791

Re: Castle control

It works, but right after creating new leader, the game ends: "You have been defeated", the newly created leader the only unit on the map. I killed the previous leader with both human and AI-controlled sides and nothing changes.
by Neuromancer
January 4th, 2012, 5:07 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6270

Re: Gloria Victis code issues

Something like this? [event] name=moveto [filter] [filter_location] x,y=25,13 radius=4 [filter] id=Hazael [/filter] [filter] id=Teresia [/filter] [filter] id=Garret,Kara,Aramis [/filter] [filter] id=Hailey,Bane,Wellen [/filter] [filter] id=Yveen,Wendala,Luciana [/filter] [filter] id=Pelduras,Brenton...
by Neuromancer
January 4th, 2012, 11:08 am
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6270

Re: Gloria Victis code issues

Event is supposed to fire if 9 units of side 1 are standing in radius around specified location, but so far it fires at any move of side 1. Any suggestions please? [event] name=moveto [filter_location] x,y=25,13 radius=4 [filter] id=Hazael [/filter] [filter] id=Hailey [/filter] #and so on, listing a...
by Neuromancer
December 12th, 2011, 10:14 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6270

Re: Gloria Victis code issues

You mean, these two events fire simultaneously? I think it should be going like this: villagesowned equals zero. The first event doesn't do anything, but the second event sets it to 1. Next turn, villagesowned equals 1: The first event changes its value to 2 and the second does nothing, because it i...
by Neuromancer
December 12th, 2011, 8:46 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6270

Re: Gloria Victis code issues

Thanks, will test it out. Another issues: First, if side 1 holds two specified villages for two consecutive turns, it will complete sidequest. I created two events for that, but they keep on firing even when the objective is completed. [event] name=side 1 turn end first_time_only=no [if] [have_locat...
by Neuromancer
December 11th, 2011, 8:22 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6270

Re: Gloria Victis code issues

The issue with slowness dissapeared after I deleted all [avoid]s from the scenario file. Now there is another issue, regarding roster code. Recalled units which died in previous scenario are unable to attack on turn 1 in next scenario. I used restore_attacks in [heal_unit]. Code which stores killed ...
by Neuromancer
December 10th, 2011, 10:24 pm
Forum: Scenario & Campaign Development
Topic: WesNorth And South - (v0.0.10, MP 1on1, BfW 1.9)
Replies: 5
Views: 1153

Re: WesNorth And South - (v0.0.3, MP 1on1, BfW 1.9)

Hiya, reporting bug! When I try to start the campaign, Wesnoth wont load it: "Unknown scenario: settings_00". I looked briefly at the files and think the problem is in the *definition* of the campaign: I noticed [multiplayer] tag in the scenarios/00_settings.cfg file, although the campaign is catego...
by Neuromancer
December 10th, 2011, 11:01 am
Forum: WML Workshop
Topic: Castle control
Replies: 7
Views: 791

Castle control

Dark elves and humans are fighting over control of a city. In the city, there are several castles which can be controlled by each one of the belligerents. Each castle has its own recruit list, leader (these two variables change according to the ownership of the castle) and income. For example, one c...
by Neuromancer
November 15th, 2011, 8:41 am
Forum: Scenario & Campaign Development
Topic: Crin of Crenlyn
Replies: 12
Views: 2072

Re: Crin of Crenlyn

Here is completed zip, took awhile to scrape it together.
btw, delero.
by Neuromancer
October 12th, 2011, 9:12 pm
Forum: Scenario & Campaign Development
Topic: Is this practical?
Replies: 6
Views: 717

Re: Is this practical?

Your concept is quite sympathetic :) Here are my comments and opinions: the main character is an animal tamer of some kind, and he/she has to take a certain animal to a particular place (I have ideas for half a dozen+ scenarios to get there.) Would you mind uncovering something more from the story? ...
by Neuromancer
October 10th, 2011, 2:22 pm
Forum: Scenario & Campaign Development
Topic: The Fall of Wesnoth - Version 1.0.8 Released!
Replies: 65
Views: 13673

Re: The Fall of Wesnoth - Version 1.0.1 is finally here!

Try to delete the campaign files from your userdata folder (back-up them first) and then download your campaign from the server. Does everything run smooth?
by Neuromancer
October 7th, 2011, 12:00 pm
Forum: Writers’ Forum
Topic: RPG Project Intro Story (Comments Welcome)
Replies: 7
Views: 1647

Re: RPG Project Intro Story (Comments Welcome)

This part of the story is way too much clichéd for my tastes: When you reached him, Issynian was breathing hoarsely, his face white and drawn with pain. His eyes widen as he recognizes you, and he scrabbles at his side, eventually drawing forth a small, brilliant blue crystal canister which glows sl...
by Neuromancer
September 26th, 2011, 7:16 am
Forum: Scenario & Campaign Development
Topic: "Aeranor: Book I": A SP RPG Campaign for Wesnoth 1.10+
Replies: 32
Views: 6493

Re: "Aeranor: Book I" (A SP Wesnoth RPG for v1.9.4+)

Bug reports: Iron throwing knife has bow image No objectives available when entering the second level Both character and his/her pet can be nameless When going from castle to the Hearth. forest, game shuts down; illegal map tile. Happens in 1.9.6. Personal feedback: In the first room (where the game...
by Neuromancer
September 24th, 2011, 4:58 pm
Forum: Technical Support
Topic: SLOW Performance Issues: post here to report
Replies: 227
Views: 96837

Re: SLOW Performance Issues: post here to Help

I already posted performance issue there, linking it here to be sure it gets to the right people. Please look at it.
by Neuromancer
September 23rd, 2011, 10:37 am
Forum: Scenario & Campaign Development
Topic: spells/abilities
Replies: 10
Views: 3206

Re: spells/abilities

Well, player will not have access to all spells, because the available runes are limited. Lets say character was able to get 7 runes so far (from quest, buying them and so on). First, we can control which runes to give him (for example there will be 4 fire runes from quests and 3 runes of any color ...