Search found 846 matches
- January 22nd, 2018, 1:19 am
- Forum: Technical Support
- Topic: Random maps...
- Replies: 1
- Views: 1860
Random maps...
Hello, there are 4 random scenarios mainline that can create random map, also there is a button to create road between castles. However, this option (turned on) doesnt work well. IMO this should make a roads that will let you reach castle of any other side that exist in game. With not enough set hil...
- January 14th, 2018, 7:36 pm
- Forum: Multiplayer Development
- Topic: Recruit Bonuses [MOD] (v0.2.1)
- Replies: 4
- Views: 2572
Re: Recruit Bonuses [MOD] (v0.1.9)
Spoiler in spoiler doesn't work .ForestDragon wrote:I'd recommend putting all this in an additionalSpoiler:
- January 14th, 2018, 6:47 pm
- Forum: Multiplayer Development
- Topic: Recruit Bonuses [MOD] (v0.2.1)
- Replies: 4
- Views: 2572
Re: Recruit Bonuses [MOD] (v0.1.9)
Below list of abilities and weapon specials that you can find in Recruit Bonuses and Chaos maps: ABILITIES (100): 1. Regenerates The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing. 2. Steadfast This unit’s resistances are doubled, up to a maximum...
- January 14th, 2018, 10:57 am
- Forum: Multiplayer Development
- Topic: Reinforcements Spawner (v0.0.1)
- Replies: 3
- Views: 1847
Re: Reinforcements Spawner (v0.0.1)
Option added.ForestDragon wrote:great mod! some ideas:
-also, it would be nice if you made reinforcements compatible with the RecruitBonuses mod (right now reinforcements don't have the bonuses granted by that mod).
Chaos maps
Recruit Bonuses
- January 11th, 2018, 7:03 pm
- Forum: WML Workshop
- Topic: How to make one unit stop striking during an attack
- Replies: 29
- Views: 7302
Re: How to tell which attack is used in an event?
I'm looking or interesting skills (weapon specials, abilities) and I've found this (might be helpful for you): #define WEAPON_SPECIAL_IE_INTERRUPT [knockback] id=ie_interrupt name= _ "interrupt-day only" description=_ "When a unit is hit with an interrupting attack, combat is immediat...
- January 10th, 2018, 7:14 pm
- Forum: WML Workshop
- Topic: How to make one unit stop striking during an attack
- Replies: 29
- Views: 7302
Re: How to tell which attack is used in an event?
Thanks :) Is it somehow possible to make a unit stop fighting, but let the opponent keep fighting? For example, this is a feature that gives some bonus somewhere, but the cost is, that when a unit attacks, if a certain criteria is met, it will stop trying to hit, but the opponent will finish his at...
- January 7th, 2018, 1:11 am
- Forum: Multiplayer Development
- Topic: Map Randomizer (v.0.0.5)
- Replies: 0
- Views: 1467
Map Randomizer (v.0.0.5)
This mod can change any map terrain. Only impossible terrain won't change. You can't use this option if you stay on one of these terrain: impossible. Keep, castle, village terrains that existed at map start won't change. Possible land types: - Random of one type lands (1-12) - desert - cave - forest...
- January 2nd, 2018, 11:47 am
- Forum: Multiplayer Development
- Topic: Reinforcements Spawner (v0.0.1)
- Replies: 3
- Views: 1847
Re: Reinforcements Spawner (v0.0.1)
Thx for feedback, so: great mod! :) some ideas: -it would be nice if there was an option for making reinforcements the same faction race as a side's leader (currently it's only possible to choose reinforcement races for all sides) This option is now available in Reinforcements Spawner (v0.0.1). -als...
- December 31st, 2017, 11:10 pm
- Forum: Multiplayer Development
- Topic: Reinforcements Spawner (v0.0.1)
- Replies: 3
- Views: 1847
Reinforcements Spawner (v0.0.1)
This mod will help weakest side. Weakest side is the one with lowest sum of alive units levels. It's possible to add new units to random side as well! You can set: a) How much reinforcements spawn on map: - -1 - -5 - +1 - +5 b) How much rounds are require to spawn it again: - -1 - -5 - +1 - +5 c) Gr...
- December 30th, 2017, 11:18 pm
- Forum: WML Workshop
- Topic: How to add side?
- Replies: 2
- Views: 1649
How to add side?
How to add completly new side during multiplayer game?
Let's say game is started with 2 sides and now I want spawn enemies for both sides. But third side was not definied in scenario tags before it started.
Let's say game is started with 2 sides and now I want spawn enemies for both sides. But third side was not definied in scenario tags before it started.
- December 29th, 2017, 9:32 pm
- Forum: Multiplayer Development
- Topic: More than limit players? (RE: More than limite players? )
- Replies: 3
- Views: 2767
Re: More than limit players? (RE: More than limite players?
So if I spawn unit for side 10 (that hadnt any leader or other unit before) then wesnoth and this unit will behave same as other first 9 sides yes?
- December 24th, 2017, 6:17 pm
- Forum: Ideas
- Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
- Replies: 307
- Views: 81068
Re: [mainline] Renaming Khalifate for Wesnoth-ian identity
This gave me an idea. How about replacing the falcons with harpies? I do like the idea of trained falcons, but harpies would give the faction more of a fantasy touch, female units, and stronger all-terrain units. The falcon line is relatively weak compared to other flying units. Why harpies? This f...
- December 10th, 2017, 2:03 pm
- Forum: Ideas
- Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
- Replies: 307
- Views: 81068
Re: [mainline] Renaming Khalifate for Wesnoth-ian identity
a) Wandering tribes of sands
b) Tribes of sands
c) Wandering tribes
d) Kingdom of South Sun
e) Desert people
f) Tribes of wandering sands
g) Desert civilization
b) Tribes of sands
c) Wandering tribes
d) Kingdom of South Sun
e) Desert people
f) Tribes of wandering sands
g) Desert civilization
- November 5th, 2017, 3:50 pm
- Forum: Multiplayer Development
- Topic: Recruit Bonuses [MOD] (v0.2.1)
- Replies: 4
- Views: 2572
Recruit Bonuses [MOD] (v0.2.1)
You can pick from 1 to 15 bonus types (first player set amount of available bonuses). Those bonus types will be added to your all units in game. Available bonus types: New random 2 lvl hero New random weapon (-5% hp) +50% hp, -10% def, -1 mp +20% resistances more (max 80%), -10% def, -1 mp +50% dama...
- October 29th, 2017, 5:08 pm
- Forum: Scenario & Campaign Development
- Topic: Chaos maps (v0.4.1)
- Replies: 2
- Views: 2085
Chaos maps (v0.4.1)
Maps by ChaosRider with ai in center. Right now 40 awesome maps ;]. Free for all, survival, brace your self because good game is coming. 8p - Royal madness (FFA) https://imgur.com/a/09x9I 4p - Lost empire (FFA) https://imgur.com/a/zsupd 4p - 5 nations (FFA) https://ibb.co/kBy78G 4p - Advanced civili...