Search found 534 matches

by James_The_Invisible
May 31st, 2018, 4:54 am
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.3)
Replies: 481
Views: 141427

Re: For Power (0.6.5)

Yes, recruiting/recalling in Cave is handled via a custom right-click menu so this scenarios is not affected.
About FP4 vs FP5, no problem. I quickly realised it.
by James_The_Invisible
May 30th, 2018, 6:35 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.3)
Replies: 481
Views: 141427

Re: For Power (0.6.5)

Welcome. Well, I am able to reproduce this but it is strange. Side 1 has set recruit list after moving Clare to the free keep but the recruit menu does not open (tried to open it by a hotkey and from right-click menu). And what do you mean with this: This appears to take effect throughout the rest o...
by James_The_Invisible
May 29th, 2018, 4:55 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.3)
Replies: 481
Views: 141427

Re: For Power (0.6.5)

After a very long while, there is a new version of this campaign. Do note that it is only for Wesnoth 1.14, older versions are not supported anymore. Finally, a new scenario of Chapter 6 is here. No other change will beat this, I am going to list all significant changes below. All campaigns now have...
by James_The_Invisible
May 28th, 2018, 7:28 pm
Forum: WML Workshop
Topic: how to change a side of an attacked unit
Replies: 19
Views: 6814

Re: how to change a side of an attacked unit

Choicerer wrote: May 28th, 2018, 7:02 pm You cannot put an [event] tag inside another one.
That is not true. See EventWML#Nested_Event_Example.
by James_The_Invisible
May 25th, 2018, 7:35 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.3)
Replies: 481
Views: 141427

Re: For Power (0.6.4.1)

Welcome to the forums. Well, there is no fix here as no one else has reported this issue before. Because this does not happen for me, I need more info. Did anything unusual happen in previous scenarios? Did Wesnoth report any error at the start of the scenario? Or are other units from Chapter 1 avai...
by James_The_Invisible
May 23rd, 2018, 3:54 pm
Forum: Scenario & Campaign Development
Topic: Undead Campaign: Danse Macabre
Replies: 101
Views: 62480

Re: Undead Campaign: Danse Macabre

Uhm, are you talking about sprites? I know that some level 0 and 1 zombies have got new sprites during 1.13. Updating the custom higher level ones is on to-do list (but I will probably just ask in Art Workshop section, I am terrible at art myself).
If it is something else, can you elaborate?
by James_The_Invisible
May 6th, 2018, 2:00 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.3)
Replies: 481
Views: 141427

Re: For Power (0.6.4.1)

For Power is now on 1.14 add-ons server. I also decided to drop support for older versions of Wesnoth (1.12 and 1.13). That means that the next version (with at least 1 new scenario) will be only for Wesnoth 1.14. The current plan is to release it at by the end of this month but it can change (in bo...
by James_The_Invisible
May 5th, 2018, 12:43 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 19
Views: 14012

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

The old unit types should use new paths for images as they are based on the new types: https://github.com/wesnoth/wesnoth/blob ... ecated.cfg. You will run into troubles only if your own code refers the old paths.
by James_The_Invisible
May 5th, 2018, 10:17 am
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 19
Views: 14012

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

khalifate is renamed as dunefolk and all khalifate names renamed too, unit types have double names like "Dune Rider", "Dune Piercer" etc.. That will also cause incompatibility when porting projects from 1.12 into 1.14 That is not completely correct. The old unit types (and race)...
by James_The_Invisible
May 5th, 2018, 8:49 am
Forum: Scenario & Campaign Development
Topic: Story of the Wose for Wesnoth 1.18
Replies: 23
Views: 15128

Re: Story of the Wose for Wesnoth 1.12/1.14

Version 0.8.1 is available for Wesnoth 1.12 and 1.14. It delivers a couple of bug fixes and correction of typos.
by James_The_Invisible
May 3rd, 2018, 7:08 pm
Forum: Scenario & Campaign Development
Topic: Abandoned Add-ons - Need Maintainers - Open to Anyone
Replies: 487
Views: 320346

Re: Abandoned Campaigns - Need Maintainers - Open to Anyone

Hi, Daravel. You can delete Danse Macabre and Story of the Wose from your list, I already uploaded them to 1.14 add-ons server (I am their current maintainer). About "Aventures of Knighthood", I am porting it to 1.14, my progress is on GitHub: https://github.com/konecnyjakub/Adventures_of_...
by James_The_Invisible
May 2nd, 2018, 7:07 pm
Forum: Scenario & Campaign Development
Topic: Story of the Wose for Wesnoth 1.18
Replies: 23
Views: 15128

Re: Story of the Wose for Wesnoth 1.12/1.14

This campaign is now available for Wesnoth 1.14.
by James_The_Invisible
May 2nd, 2018, 7:03 pm
Forum: Scenario & Campaign Development
Topic: Undead Campaign: Danse Macabre
Replies: 101
Views: 62480

Re: Undead Campaign: Danse Macabre

This campaign is now on 1.14 add-ons server, it is the same version as on 1.12 and 1.13 servers. Do note, that this is the last version for Wesnoth 1.12, the next version will work only on latest stable version of Wesnoth (whenever it comes out).
by James_The_Invisible
March 22nd, 2018, 7:51 pm
Forum: Scenario & Campaign Development
Topic: For Power (0.6.5.3)
Replies: 481
Views: 141427

Re: For Power (0.6.4.1)

For whoever is interested, I am rewritting introduction of Chapter 1. My goal is not just improving the writting but also elaborating on Clare's backstory (which is very much needed). I have opened a pull request for the changes: https://github.com/konecnyjakub/For_Power/pull/32. I do not consider i...
by James_The_Invisible
February 26th, 2018, 7:40 pm
Forum: WML Workshop
Topic: Recruited units gain object that adds a special to all their attacks
Replies: 9
Views: 2529

Re: Recruited units gain object that adds a special to all their attacks

About the third issue, you have got the [effect] part wrongly. There should not be nested [attack] tag, you have to use apply_to=attack. I have never used [object] inside [modify_unit] so I have no idea whether there is a problem. Did you try to insert the object without the [modify_unit] (that is j...