Search found 317 matches
- 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...
- 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...
- 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
If you want to avoid one of the standard traits like quickm, set also
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.- 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 ...
- 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...
- March 25th, 2019, 9:28 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
I see, that's neater
- 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.
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
... Actually, there has been added a command line validator which detects such cases recently.
- 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...