Search found 317 matches
- November 26th, 2019, 1:08 pm
- Forum: Ideas
- Topic: Unit Names
- Replies: 23
- Views: 6933
Re: Unit Names
Don't forget that the unit names are also translated into other languages.
Using invented languages or names is not going to get well transferred into the other 10 languages.
Using invented languages or names is not going to get well transferred into the other 10 languages.
- October 24th, 2019, 2:12 pm
- Forum: Scenario & Campaign Development
- Topic: Count Kromire
- Replies: 133
- Views: 47821
Re: Count Kromire
You have to avoid triggering the alarm. It's triggered by any of them attacking you. You attacking them is fine though.
- October 10th, 2019, 5:03 pm
- Forum: Faction & Era Development
- Topic: Ageless Era - Current Version: 4.27
- Replies: 1921
- Views: 438337
Re: Ageless Era - Current Version: 4.25
… which is about the Dragon line of EE-Monsters. They were very popular for RPG games because they are overpowered. The recruitable Wingless Dragon is, depending on how you look at it, a L2 or L3 unit for not too much gold. - gives battle experience like a L2 one to the enemy - has Leadership like a...
- October 10th, 2019, 4:29 pm
- Forum: Coder’s Corner
- Topic: Autofight Utility
- Replies: 3
- Views: 2196
Re: Autofight Utility
Hi Yomar. I uploaded it to 1.14 with the name "WhoWins" — you find it in the resources category of the add-on manager. The add-on itself is a mp scenario. As far as I know, or as far as Norbert knew, wesnoth add-ons can't write files. To have the data outside of wesnoth, the add-on uses We...
- September 16th, 2019, 1:36 am
- Forum: Scenario & Campaign Development
- Topic: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
- Replies: 34
- Views: 11625
Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
Opening the map editor with this add-on installed yields an error. The reason is that the case of the spelling is inconsistent: {~add-ons/Castle_of_evil_spirit/terrain/terrain.cfg} {~add-ons/Castle_of_evil_spirit/terrain/terrain_graphics.cfg} are the files loaded, but they are called Terrain_graphic...
- August 26th, 2019, 2:12 am
- Forum: WML Workshop
- Topic: Correct string to user content
- Replies: 10
- Views: 1798
Re: Correct string to user content
For preprocessor calls (that's everything using curly braces): {some/file.cfg} will look for files or directories located in the data folder of the main game. {~some/file.cfg} will look for files in the data folder of the users stuff. This one is often used in add-ons, but it cannot reach the editor...
- August 16th, 2019, 11:45 am
- Forum: Technical Support
- Topic: Android Install Issue
- Replies: 2
- Views: 1077
Re: Android Install Issue
I had myself issues with older android phones, yet I heard of people running it perfectly fine at the same time.
I guess it's an issue related to the android version.
I guess it's an issue related to the android version.
- July 18th, 2019, 5:34 pm
- Forum: Users’ Forum
- Topic: Save Editing: How to edit unit defense?
- Replies: 13
- Views: 1978
Re: Save Editing: How to edit unit defense?
description= _ "hills & mountains defense <span color='green'>+10</span>." different example which does not include the color in the string for translators: description= _ "hills & mountains defense" + " " + <span color='#6-digit-hexcode-here_including_hash sig...
- July 18th, 2019, 5:13 pm
- Forum: WML Workshop
- Topic: without explicit #undef
- Replies: 23
- Views: 2030
Re: without explicit #undef
The same you have above, but a bit shorter: #undef ABILITY_LEADERSHIP_LEVEL_1 #define ABILITY_LEADERSHIP_LEVEL_1 {ABILITY_LEADERSHIP} #enddef … but if you want that, the proper way is to just call {ABILITY_LEADERSHIP} instead of {ABILITY_LEADERSHIP_LEVEL_1}. I guess you try to work around it because...
- July 17th, 2019, 4:07 am
- Forum: Art Contributions
- Topic: Is there an old art Database?
- Replies: 6
- Views: 2880
Re: Is there an old art Database?
No, see the 2nd post above.
- July 10th, 2019, 5:54 pm
- Forum: Technical Support
- Topic: colosseum map, cannot shop. LUA error
- Replies: 4
- Views: 1244
Re: colosseum map, cannot shop. LUA error
Thanks for the report.
Is now fixed with version 1.6.6.
Is now fixed with version 1.6.6.
- July 10th, 2019, 2:39 pm
- Forum: WML Workshop
- Topic: Need help with coding a shop into a map.
- Replies: 16
- Views: 3373
Re: Need help with coding a shop into a map.
Hope you passed the exam. It should actually work like written on the page before. You can upload you add-on here and we'll have a look. Or maybe it worked, but it wasn't visible? It places a shop, but no image or text for the shop field. @Octalot: Thanks, changed the readme along with some other th...
- July 10th, 2019, 11:10 am
- Forum: WML Workshop
- Topic: unstore_unit and variable problem in 1.14
- Replies: 8
- Views: 1389
Re: unstore_unit and variable problem in 1.14
You can set force_lock_settings=yes inside the [multiplayer] tag, which forces the use of map settings. However, it also sets all the xxx_lock atributes to yes, you may want to set some of the to no for the player. Other changes: no_leader=yes — not needed anymore, if you have leader_lock=yes, Same ...
- July 7th, 2019, 1:01 pm
- Forum: Scenario & Campaign Development
- Topic: A New Order.
- Replies: 543
- Views: 160815
Re: A New Order.
Just to be clear, what do you mean by crash — Wesnoth Application exiting?ImperatorS79 wrote: ↑July 6th, 2019, 12:55 pm This extension unfortunately makes wesnoth instantaneously crash on my PC :/.
If you start wesnoth with command line, is there sth. additional displayed not in the logs?
- June 30th, 2019, 10:45 pm
- Forum: WML Workshop
- Topic: Need help with coding a shop into a map.
- Replies: 16
- Views: 3373
Re: Need help with coding a shop into a map.
With macros, a space separates different macro "arguments"
{COLOSSEUM_UPGRADE 1 5} # places at x,y=1,5
but x and y can be a comma separated list — so
{COLOSSEUM_UPGRADE 2,20,33 8,3,44} # will be the coordinates 2,8 20,3 and 33,44
{COLOSSEUM_UPGRADE 1 5} # places at x,y=1,5
but x and y can be a comma separated list — so
{COLOSSEUM_UPGRADE 2,20,33 8,3,44} # will be the coordinates 2,8 20,3 and 33,44