Search found 170 matches

by lea
August 26th, 2017, 5:54 am
Forum: WML Workshop
Topic: custom UI controls?
Replies: 49
Views: 8259

Re: custom UI controls?

Hello Zap-Zarap, yes, and I already managed to append the value of wml variable to the value shown by "income" indicator by default - and even to make this indicator show correct values for different players simultaneously. going to release it as part of next version of my era, during this or maybe ...
by lea
August 24th, 2017, 7:30 pm
Forum: WML Workshop
Topic: custom UI controls?
Replies: 49
Views: 8259

Re: custom UI controls?

thanks, enclave, if it is not useful now then it might happen to be useful later ) I usually don't read forums same for me ;) except I sign for topics which I create or respond to so that I am notified via email when my questions are answered 1) If you modifying the income take into account the colo...
by lea
August 24th, 2017, 3:05 pm
Forum: WML Workshop
Topic: custom UI controls?
Replies: 49
Views: 8259

Re: custom UI controls?

Celtic_Minstrel, thanks managed to make it work, at least in basic way. "income" is indeed lua table, still wonder why it was nil in my old code for posterity, here is what I managed to get to working conditions: [event] name=start #also tried preload and other one-time events first_time_only=yes [l...
by lea
August 23rd, 2017, 6:42 am
Forum: WML Workshop
Topic: custom UI controls?
Replies: 49
Views: 8259

Re: custom UI controls?

My campaign does something basically the same as the example. Lua code here , referenced here . In other words, just a [lua] tag anywhere should work; however, if it's not for a campaign, you should instead put the [lua] tag within [era] or [modification] so it's only loaded when it needs to be, it...
by lea
August 14th, 2017, 8:16 am
Forum: Website
Topic: Wesnoth's Unit Database
Replies: 61
Views: 31730

Re: Wesnoth's Unit Database

shadowm, thanks again for details I strongly advise against using older versions of wmlunits on untrusted data, though ( see this commit ). I am going to use it only on my own era which contains only my own WML code (no copy-pasting involved) and a few includes from mainline wesnoth so I guess I am ...
by lea
August 13th, 2017, 7:44 pm
Forum: Website
Topic: Wesnoth's Unit Database
Replies: 61
Views: 31730

Re: Wesnoth's Unit Database

shadowm, thanks!

does it also generate css theme?
I want to create unit database with older style, one that was replaced with current style some days ago
by lea
August 13th, 2017, 6:57 am
Forum: Website
Topic: Wesnoth's Unit Database
Replies: 61
Views: 31730

Re: Wesnoth's Unit Database

units.wesnoth.org has been rebuilt and it now has a fix for an issue where [portrait] tags (which are gone in 1.13.x and were never intended to be used by the general public in the first place) were used to read unit portraits instead of the profile= attribute. Oh and it also uses the new site desi...
by lea
July 30th, 2017, 7:40 pm
Forum: Faction & Era Development
Topic: Altered era/ruleset
Replies: 141
Views: 56024

Re: "Altered" era/ruleset

version 0.5.0 is published for BfW 1.10.7 and 1.12.x changes: - added fifth "Altered" race/faction - valons (called loyalists in mainline), this faction has plenty of mounted units which have high speed and hitpoints but low defense (base defense from terrain is 40% at best) and relatively bad movet...
by lea
July 25th, 2017, 8:22 am
Forum: Website
Topic: Design of the new web site
Replies: 9
Views: 6711

Re: Design of the new web site

What OS/browser are you using? It works for me: your implicit assumption is confirmed: it works in newer version of my browser. false alarm ) You may need to force-refresh the cache using Ctrl+F5 if you’ve been there before. it did not work for me, so I'll have to use newer browser for this feature...
by lea
July 25th, 2017, 8:07 am
Forum: Website
Topic: Wesnoth's Unit Database
Replies: 61
Views: 31730

Re: Wesnoth's Unit Database

Pentarctagon wrote: Also, the add-on size limit was increased to 100 MBs for 1.13
Pentarctagon wrote:For older versions, there was no size limit.
if there was no limit then how could this (apparently non-existent) limit be increased?
did I miss something? :?
by lea
July 25th, 2017, 8:03 am
Forum: Website
Topic: community (mis?)management
Replies: 10
Views: 6034

Re: community (mis?)management

those with WML skills just make addons where they implement their ideas, knowing that devs wouldn't have mainlined anything anyway. I always thought that the purpose of add-ons/UMCs is to provide alternative points of view for variety, not to propose/show/argue how mainline Wesnoth should work in o...
by lea
July 25th, 2017, 5:35 am
Forum: Website
Topic: Design of the new web site
Replies: 9
Views: 6711

Re: Design of the new web site

In old design of https://addons.wesnoth.org/1.12/ page I could hover mouse cursor over add-on's icon image to see its description in tooltip. It does not work with new design - is it by design? Can anybody please confirm this loss of functionality to make sure it is not because of peculiarities of m...
by lea
July 25th, 2017, 5:26 am
Forum: Website
Topic: Wesnoth's Unit Database
Replies: 61
Views: 31730

Re: Wesnoth's Unit Database

Yeah, I couldn't tell you why it's putting all the units under the portraits add-on, but the errors it reports are all about missing units, so adding the [binary_path] should fix that. Also, the add-on size limit was increased to 100 MBs for 1.13, so going forward you would be able to combine them ...
by lea
July 15th, 2017, 7:38 am
Forum: Faction & Era Development
Topic: Altered era/ruleset
Replies: 141
Views: 56024

Re: Altered era/ruleset

Perhaps you could make it that they only can use the trait if at the start of their turn they are not adjacent to enemy units? or at the start of their movement, so that they have to step back to use elusive trait if there are enemies adjacent to them (effectively making them slower when they want ...
by lea
July 15th, 2017, 5:49 am
Forum: Faction & Era Development
Topic: Altered era/ruleset
Replies: 141
Views: 56024

Re: Altered era/ruleset

But unlike mainline ghosts they don't have awesome resistances so i haven't seen any major problem. they kind of have "hidden" 50% resistance to all types of damage because of their "spirit" trait, except (unlike mainline ghosts) they also deal halved damage to their enemies and cannot be healed wi...