Search found 1237 matches
- April 1st, 2016, 7:22 am
- Forum: Ideas
- Topic: [UMC]Experience for observers adjacent to 2 fighters
- Replies: 12
- Views: 4640
Re: [UMC]Experience for observers adjacent to 2 fighters
Just filter for the healed unit not being on a village.
edit: Ninja'd
edit: Ninja'd
- April 1st, 2016, 1:10 am
- Forum: Ideas
- Topic: [UMC]Experience for observers adjacent to 2 fighters
- Replies: 12
- Views: 4640
Re: [UMC]Experience for observers adjacent to 2 fighters
A mp modification that works that way (giving 1 xp for watching a unit die) can be coded easily.
I guess it would be quite popular if uploaded to the addon server.
I guess it would be quite popular if uploaded to the addon server.
- March 31st, 2016, 10:29 pm
- Forum: Game Development
- Topic: Irdya - Wesmere Reference Implementation
- Replies: 41
- Views: 18687
Re: Irdya - Wesmere Reference Implementation
All tests: 110 successes / 32 failures / 12 errors / 0 pending : 17.678611 seconds Wesmere api related ones: 77 successes / 0 failures / 2 errors / 0 pending : 1.611187 seconds Unit test scenario suite: 33 successes / 32 failures / 10 errors / 0 pending : 13.657035 seconds Implemented GameMap Class ...
- March 20th, 2016, 1:56 pm
- Forum: Game Development
- Topic: Irdya - Wesmere Reference Implementation
- Replies: 41
- Views: 18687
Re: Irdya - Wesmere Reference Implementation
Yes, you read that correctly. I wouldn't call Irdya to be mostly finished yet. Although, it already passes some of Wesnoth's unit test scenarios. Alone the framework to start a unit test scenario is already a big bunch of the work. Let's say it is half done. Big tasks on the ToDo are: * Implementing...
- March 18th, 2016, 12:35 am
- Forum: Game Development
- Topic: Irdya - Wesmere Reference Implementation
- Replies: 41
- Views: 18687
Re: Irdya - Wesmere Reference Implementation
The current codebase comes with new READMEs in some folders to help people making use of it. New features and content: Unit Test Scenario Suite Autogenerated API Reference (only for the core, WSLAction Reference comes soon) Ported a whole campaign: AOI Refactored the codebase into a Wesmere Package....
- March 15th, 2016, 10:58 am
- Forum: Users’ Forum
- Topic: Balance of the game
- Replies: 39
- Views: 27293
Re: Balance of the game
Okay, let's not get too much off topic.
The thread was started to improve the balancing of the game.
The fate of the Ancient Lich is a different issue, certainly adding Lvl4 units won't fix what the ladder community had in mind.
The thread was started to improve the balancing of the game.
The fate of the Ancient Lich is a different issue, certainly adding Lvl4 units won't fix what the ladder community had in mind.
- March 14th, 2016, 11:04 am
- Forum: Users’ Forum
- Topic: Balance of the game
- Replies: 39
- Views: 27293
Re: Balance of the game
Soooo was anything done about this or? I would like to see the ladder people change the unit stats to their needs and gather more statistics. Then we can talk about changing the default era. Most likely they are the most profound mp balancers out there right now. Changing unit stats isn't that hard...
- December 26th, 2014, 11:04 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.12.0
- Replies: 30
- Views: 49860
Re: Wesnoth 1.12.0
LoW scenario 19_Costly_Revenge.cfg uses a mask (19_Costly_Revenge.mask) smaller than the base map (Saurgrath.map). This causes the rightmost hexes not to be frozen. This probably comes from commit 6a04be050322bf5a354306148de272b7de285442 where the mask slipped through. Thank you for reporting the b...
- December 21st, 2014, 6:48 pm
- Forum: Users’ Forum
- Topic: Campaign defunct - Love To Death
- Replies: 1
- Views: 1123
Re: Campaign defunct - Love To Death
http://forum.wesnoth.org/viewtopic.php?f=8&t=21277Blues wrote:There seems to be no thread for Love To Death.
- December 19th, 2014, 12:39 am
- Forum: Coder’s Corner
- Topic: Proposal for a YAMG integration in Wesnoth
- Replies: 8
- Views: 4652
Re: Proposal for a YAMG integration in Wesnoth
It's time to put an end to this farce. Don't be silly. IMO, it's clear now this integration will never happen. I don't think so. The first issue I want to put the qt toolkit support into use is a gui dialog for controlling YAMG. This effort is reusable. Meaning you can use it for controlling the st...
- December 16th, 2014, 4:17 am
- Forum: Technical Support
- Topic: 1.12 Completed Campaign Mark Not Remembered
- Replies: 5
- Views: 2323
Re: 1.12 Completed Campaign Mark Not Remembered
So perhaps it is a problem with either that campaign specifically or with all mainline campaigns? Start any campaign. Switch to "debug" mode, by pressing ":" and entering "debug". Then "cl" to the last level. Finish the last scenario with the help of the debu...
- December 15th, 2014, 8:49 am
- Forum: Coder’s Corner
- Topic: Proposal for a YAMG integration in Wesnoth
- Replies: 8
- Views: 4652
Re: Proposal for a YAMG integration in Wesnoth
This topic is to discuss the technical issues of a possible integration of the YAMG in Wesnoth, not its opportunity (project manager job and decision). There is no project manager or lead developer anymore since Dave/Sirp retired ages ago. I have already agreed to include YAMG into the map/scenario...
- December 11th, 2014, 11:11 pm
- Forum: Technical Support
- Topic: 1.12 Completed Campaign Mark Not Remembered
- Replies: 5
- Views: 2323
Re: 1.12 Completed Campaign Mark Not Remembered
No.Woodruff wrote:... Since I'm pretty sure this would have been noticed during development, ...
I am pretty sure this kind of bug is most likely not noticed during development.
- December 11th, 2014, 11:11 am
- Forum: Faction & Era Development
- Topic: Why are the Khalifatis their own race?
- Replies: 16
- Views: 8797
Re: Why are the Khalifatis their own race?
I guess people sharing the same pool of names are called "ethnics" or "cultures".
- December 11th, 2014, 7:10 am
- Forum: Faction & Era Development
- Topic: Why are the Khalifatis their own race?
- Replies: 16
- Views: 8797
Re: Why are the Khalifatis their own race?
I just noticed something odd: the game treats Khalifate humans as a race of its own, separate from Loyalist and Knalgan humans as well as necromancers. Why's that? Aren't they just southern, Arab-ish humans? That is for technical reasons. Khalifate units share a unique pool of generated names. The ...