Search found 1431 matches

by gfgtdf
November 26th, 2023, 3:39 am
Forum: Multiplayer Development
Topic: Trouble setting a specific objective in MP scenario
Replies: 6
Views: 3078

Re: Trouble setting a specific objective in MP scenario

Have you tried with the code I posted earlier? (I'm on my phone, so I cannot test it mysel :( )

Also, just to be sure: you are on wesnoth 1.16 right?
by gfgtdf
November 25th, 2023, 11:05 pm
Forum: Multiplayer Development
Topic: Trouble setting a specific objective in MP scenario
Replies: 6
Views: 3078

Re: Trouble setting a specific objective in MP scenario

Hmm it's hard to tell what goes wrong here, in particular since I still don't know for sure how exactly it's tested. So I'll give just some hints for now: 1) using [endlevel] with [result] is I think the right thing to do, but I'd additionally put `result=defeat` directly into the [endlevel] to be s...
by gfgtdf
November 25th, 2023, 4:50 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 417
Views: 1124001

Re: World Conquest II

While you're at it add 2-3 easier levels also. For beginners and those of us who just wanna have fun and not work hard. Cuz we lazy... I'm not opposed to the idea if there is a demand for it, but I probably won't be able to do it myself since Ita really hard to tell for me how difficult it should be.
by gfgtdf
November 25th, 2023, 4:48 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 417
Views: 1124001

Re: World Conquest II

I've been looking at adjusting the difficulty of WC_ii nightmare. World Conquest (in my opinion) provides some of the best replay value out of all content in the game, and with enough play we may start looking to add more variety and challenge to it. Hence we have people adding new eras and mods, e...
by gfgtdf
November 25th, 2023, 4:42 am
Forum: Technical Support
Topic: Is it safe to load multiplayer saves from the main screen?
Replies: 4
Views: 5054

Re: Is it safe to load multiplayer saves from the main screen?

In 1.14 it was perfectly fine, in 1.16 it has a little bug actually, if you load a multiplayer campaign scenario, you can play it but proceeding to the next scenario will just get you back to the main screen (I guess I need to find time and report it on github) This is a known bug and it only effec...
by gfgtdf
November 25th, 2023, 4:38 am
Forum: WML Workshop
Topic: More than 99 turns?
Replies: 5
Views: 3047

Re: More than 99 turns?

While it would be nice if this was fixed in the engine, you can still change the number of turns in a presart event it will then overwrite whatever the user choose as a turn limit (if you want that)
by gfgtdf
November 25th, 2023, 4:35 am
Forum: WML Workshop
Topic: Event that gives a unit for gold. Variables - Options wml
Replies: 6
Views: 3101

Re: Event that gives a unit for gold. Variables - Options wml

Even worse: using math.rand will probably cause out of sync errors and corrupt replays, it's really better to use wesnoths Lua random function or just the Tag ravana mentioned.

Did you copy that part of the code from somewhere? Because their code might then be wrong too.
by gfgtdf
October 13th, 2023, 7:13 pm
Forum: Users’ Forum
Topic: multiplayer campaigns x2
Replies: 3
Views: 3916

Re: multiplayer campaigns x2

"The Altaz Mariners" is also good i have heard.
by gfgtdf
September 27th, 2023, 5:57 pm
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 34356

Re: dabber's questions: store reachable location

dabber wrote: September 27th, 2023, 5:13 pm Isn't a standard unit filter that returns all units just [filter] [/filter] with nothing inside?
I thought so too, not sure why it didnt work here.
by gfgtdf
September 26th, 2023, 12:24 am
Forum: WML Workshop
Topic: Dynamically altering menu item description, hooking right-click event
Replies: 3
Views: 2605

Re: Dynamically altering menu item description, hooking right-click event

I don't think its really possible to so this via a hook, the only way i currently see to to it is to re-create the whole menu items on a mouse-move-over (lua) event and those also have some problems.
by gfgtdf
September 20th, 2023, 1:49 pm
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 34356

Re: dabber's questions: unique object ids

while [object] id= needs to be unique, [modify_unit][object] id= doesn't need that, so i think you can just use [modify_unit][object] It seems I don't understand properly. I thought the below did that in compliance with the wiki, but the object does not get removed from anyone. Can you explain what...
by gfgtdf
September 19th, 2023, 11:08 am
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 34356

Re: dabber's questions: unique object ids

while [object] id= needs to be unique, [modify_unit][object] id= doesn't need that, so i think you can just use [modify_unit][object]
by gfgtdf
September 3rd, 2023, 10:22 pm
Forum: WML Workshop
Topic: dabber's questions: vision to location
Replies: 108
Views: 34356

Re: dabber's questions: contiguous castle

As dwarftough mentioned, this is a bug in wesnoth we will fix it in wesnoth 1.18, but its unlikely that a possible fix will make it into 1.16. Maybe you can work around it by specifying viewing_side=2 (or whatever that units side is)
by gfgtdf
September 2nd, 2023, 11:24 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 417
Views: 1124001

Re: World Conquest II

[ About (1) do you k ow whether this is a change from the original wc2 by tekelili it whether it has always been like that? hi, in wesnoth 1.14, units with epic trait got 30 xp at level 1, and 60 xp at higher levels. 1.16 gives 60 xp for all levels. if i remember well, you have resolved the same is...
by gfgtdf
August 30th, 2023, 1:23 pm
Forum: Coder’s Corner
Topic: how difficult is creating an artificial intelligence interface that is agnostic to a specific programming language?
Replies: 6
Views: 4673

Re: how difficult is creating an artificial intelligence interface that is agnostic to a specific programming language?

and 3: we sandbox our addons, which in particular means we explicitly block them from directly accessing network/filesystem/other process communication, so whatever you intend to write, it will only work on your own computer (so there is no point in uploading them to the addon server)