Search found 515 matches

by James_The_Invisible
December 23rd, 2018, 3:28 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

Uhm, that is really strange. Amiwen should be present unless you somehow skipped scenario 6 (The Saurians). Was there anything unusual about your playthrough (especially about Amiwen)?
by James_The_Invisible
December 21st, 2018, 4:05 pm
Forum: Scenario & Campaign Development
Topic: Story of the Wose for Wesnoth 1.12/1.14
Replies: 20
Views: 3943

Re: Story of the Wose for Wesnoth 1.12/1.14

1. Thanks, it will appear in next version. 2. The condition seems reasonable but as the comment left by original says, Lenvan's death significantly changes Wesnoth's history. Anyway, I will think about it. 3. If the location is already occupied, the new unit will be spawned at nearest empty hex by d...
by James_The_Invisible
December 20th, 2018, 9:26 pm
Forum: Scenario & Campaign Development
Topic: Story of the Wose for Wesnoth 1.12/1.14
Replies: 20
Views: 3943

Re: Story of the Wose for Wesnoth 1.12/1.14

Hi, sergey. It is good to know that someone still plays this campaign. First of all, in "The Catacombs" I noticed that after map has changed, some hexes are wrong, maybe map size became wrong. E.g. images of stones, which were initially covering the villages, now are slightly moved. Noted, I will pr...
by James_The_Invisible
December 16th, 2018, 4:25 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

Hello, Escandiel. Yes, there are no scenarios after Shadow Mages yet. I have no idea when I get to write them. And yes, you lose when you kill more than certain amount of enemies during a scenario. The amount is different for every scenario, currently it is between 17 and 26. It does not depend on d...
by James_The_Invisible
November 24th, 2018, 1:37 pm
Forum: Ideas
Topic: Denser Recall Unit Dialog
Replies: 8
Views: 6367

Re: Denser Recall Unit Dialog

The recall cost can be customized. For both unit types and individual units. (Granted, it is possible just since 1.13.0 but still.)
I personally like to have the unit's name and type shown but have no strong arguments for them.
by James_The_Invisible
October 29th, 2018, 7:16 pm
Forum: WML Workshop
Topic: Where to ask?
Replies: 24
Views: 13509

Re: Where to ask?

There is remove_shroud tag for this.
by James_The_Invisible
October 17th, 2018, 1:44 pm
Forum: WML Workshop
Topic: ghype's Coding Problems
Replies: 55
Views: 10061

Re: ghype's Coding Problems

Well, arguments in macro calls are separated by space so you used 3. And actually macro REMOVE_IMAGE takes just X and Y as arguments: #define REMOVE_IMAGE X Y # Removes a previously set image from a tile. # # Example: #! {REMOVE_IMAGE 14 5} [remove_item] x,y={X},{Y} [/remove_item] #enddef . To your ...
by James_The_Invisible
October 4th, 2018, 9:54 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

Now I am even more confused. I thought that you were talking about end of scenario The Truth but now you brought on the choice from the time you visited Haldar. I have absolutely no idea what are you talking about. So what do you want me to change and where? Do you want to remove the choice in Halda...
by James_The_Invisible
October 4th, 2018, 9:03 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

I cannot see with what would this change help. Could you elaborate, please? Well, I mean, she is not really a necromancer at this point - does not use necromancer spells and does not recruit undead (though it may change in later scenarios). Also, in my point of view, the unit type's name is rather f...
by James_The_Invisible
September 15th, 2018, 3:52 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

There's no problem with either Tinry or Merissa in FP1, that I know of, until they suddenly don't show up in For Power 2. Sure but they are supposed to be stored at the end of first chapter just like the rest of your units so with a save from end of Chapter 1 what actually happens with them. Anyway...
by James_The_Invisible
September 14th, 2018, 10:19 am
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

Here we go, uploading the scenario start and the replay as well, just in case. Thanks but these two will not help me investigate what is wrong with Tinry and Merissa. It is too late. It has to be from More Orcs or sooner. But when I think about it now, something from end of Chapter 1 would be even ...
by James_The_Invisible
September 13th, 2018, 8:50 am
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

Sure, a save from start of the scenario would be helpful.
by James_The_Invisible
September 13th, 2018, 8:38 am
Forum: Technical Support
Topic: Mods not appearing in any campaigns
Replies: 7
Views: 2475

Re: Mods not appearing in any campaigns

the mod designers/creators may not be aware of their mod only working in MP. For example I made couple of mods, but it's first time I hear that the mods can be "designed" or "not designed" for multipplayer only... I have no idea how to make a mod appear in checkbox for campaign and i have no idea i...
by James_The_Invisible
September 12th, 2018, 8:07 am
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5)
Replies: 463
Views: 78901

Re: For Power (0.6.5)

Hi, Sadaharu. About the first issue, you are not supposed to end first chapter as Gold Mage so that unit type is not loaded for second chapter. Obviously, I did not account for the case that you might be Gold Mage in scenario The Path of Revenge. It is fixed on GitHub . About the second issue, I wil...
by James_The_Invisible
August 13th, 2018, 6:58 pm
Forum: Scenario & Campaign Development
Topic: Undead Campaign: Danse Macabre
Replies: 90
Views: 37884

Re: Undead Campaign: Danse Macabre

(Definite) fix for the issue with the gateman not losing power after destroying both keeps will be in next released version. In the meantime, you can try destroying them in reversed order.
However I have no idea why he is able to move. I will look into it.