Search found 317 matches

by Shiki
June 30th, 2019, 10:31 pm
Forum: WML Workshop
Topic: [SOLVED] No Lifebar or Movement Orb + Label that follows the Unit + Ellipse on selected Unit only
Replies: 34
Views: 3697

Re: Getting rid of the Lifebar.

The "hiddes" Ravana mentioned is for hiding the side from the status table (which you see with alt + s). In a scenario, you set it inside the [side] tag. (mostly 1, because to hide the side two hero I just can create it in a remote part of the map...) A side can also have no hero for a sid...
by Shiki
June 30th, 2019, 1:44 pm
Forum: WML Workshop
Topic: Need help with coding a shop into a map.
Replies: 16
Views: 3388

Re: Need help with coding a shop into a map.

You can actually include the Colosseum Shop into another add-on, by # reading the macros with {~add-ons/Colosseum3p/macros/upgrade.cfg} # and using them inside a scenario / era {UPGRADED_FEEDING_EVENT} {COLOSSEUM_UPGRADE 2,20,33 8,3,44} # same shop at several locations That might be nice to get some...
by Shiki
April 1st, 2019, 6:50 pm
Forum: WML Workshop
Topic: Traits and names along side races.
Replies: 3
Views: 873

Re: Traits and names along side races.

You can override num_traits=1 in the [unit_type] as well.
If you want to avoid one of the standard traits like quickm, set also ignore_race_traits=yes, and add a trait inside the unit_type, e.g. with the {TRAIT_FEARLESS} macro.
by Shiki
March 31st, 2019, 6:48 am
Forum: Faction & Era Development
Topic: A New Land Era
Replies: 62
Views: 22456

Re: A New Land Era

Next version will contain a 2 player map. Until then, there is one part where you could help: the translation! That's the one thing missing to be up with mainline. It are around as many strings as in mainline, and they are equally short. Things like »remove path« or »Negotiate with the Merfolk« and ...
by Shiki
March 30th, 2019, 9:18 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 111
Views: 24979

Re: BfW is a game that relies on save-scumming too much

I had some thought on this a while ago as well. There are people who say RNG is unfair, and there are people who say it's just maths and the human preception which bad at guessing. Both are right: - Mathematically, the RNG is good for a battle. - However, one bad outcome is not equal to a good outco...
by Shiki
March 24th, 2019, 7:34 pm
Forum: WML Workshop
Topic: How to turn off auto-parantheses in [difficulty]label
Replies: 17
Views: 2533

Re: How to turn off auto-parantheses in [difficulty]label

Actually. I think your screenshot above looks quite neat.
by Shiki
March 24th, 2019, 7:32 pm
Forum: WML Workshop
Topic: Getting rid of the wreath after beta testing
Replies: 16
Views: 1915

Re: Getting rid of the wreath after beta testing

1.8 does have indeed no button in the UI for looking it up. Though it shows which paths are used in the terminal output, you could launch wesnoth from a console. IIRC, if you right-click on a the application launcher, you can open the properties, and there the path of the executable is shown. Then y...
by Shiki
March 24th, 2019, 7:13 pm
Forum: Faction & Era Development
Topic: Ageless Era - Current Version: 4.27
Replies: 1921
Views: 440449

Re: Ageless Era - Current Version: 4.23

A few years ago I went through the abilities/specials which use terrain codes and did unify their behavior. Previously, there were things like two only slightly differing Sand Hiding abilities, or while a Swamp Hide ability might have worked on Swamp Castles, a Shallow Submerge one might have not. W...
by Shiki
March 23rd, 2019, 3:25 pm
Forum: WML Workshop
Topic: Terrain codes
Replies: 7
Views: 939

Re: Terrain codes

One example about code matching – with Gg^Ebn G*^Eb* matches, both the Eb and Ebn ones *^Ebn matches, also on the beach Gg^* matches. also matches with villages. G* matches not * This one is an exception and doesn't follow the same logic, don't use it. IIRC it can be written as *^* Gg^E*n no idea wh...
by Shiki
March 20th, 2019, 10:44 pm
Forum: Strategies & Tips
Topic: Lengthening a battle
Replies: 7
Views: 2481

Re: Lengthening a battle

An idea to which I often fall back: Having a higher level guardian, who prevents you from going into some area too early. Or in your case, who pushes back a side which is advancing to much. The standard guardian which is often used (probably because Micro AIs were just added in 1.12) has the disadva...
by Shiki
March 16th, 2019, 11:46 am
Forum: Ideas
Topic: [mainline] Melee "marksman"
Replies: 94
Views: 25946

Re: [mainline] Melee "marksman"

Thanks for bringing that up, somebody mentioned it once and it has been forgotten. I'm sure someone will implement genderspecific special names, at least if it's the outcome of the discussion.
by Shiki
March 11th, 2019, 12:11 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 65986

Re: Dunefolk balancing rework ideas - discussion.

Surely there will be different opinions… but maybe this way things don't get buried and not implemented like in some other threads.
by Shiki
March 5th, 2019, 3:10 am
Forum: Scenario & Campaign Development
Topic: Ending early
Replies: 4
Views: 876

Re: Ending early

That's how programming is...

... Actually, there has been added a command line validator which detects such cases recently.
by Shiki
March 5th, 2019, 12:25 am
Forum: Scenario & Campaign Development
Topic: Ending early
Replies: 4
Views: 876

Re: Ending early

If it ends after the second scenario... then just do it the same way you used to get from the first to the second. That is, there's a key called next_scenario , and one called id ... which should not clash with the id of another one. Changes to the scenario WML will require that you start the scenar...