Search found 534 matches
- 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.
About FP4 vs FP5, no problem. I quickly realised it.
- 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...
- 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...
- 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
That is not true. See EventWML#Nested_Event_Example.
- 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...
- 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?
If it is something else, can you elaborate?
- 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...
- 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.
- 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)...
- 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.
- 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_...
- 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.
- 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).
- 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...
- 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...