Search found 281 matches
- January 5th, 2011, 7:56 am
- Forum: Writers’ Forum
- Topic: Help making "The fellowhip of the Clay" canon compatible
- Replies: 21
- Views: 5841
Re: Help making "The fellowhip of the Clay" canon compatible
You are correct. And this implies that runecrafting is not merely the learning of mechanical techniques, but also some kind of magical empowerment; for how else would the death of Thursagan bring about the deaths of other runemasters? Dwarven magic is limited relative to human magi and elfish shaman...
- January 4th, 2011, 7:46 am
- Forum: Writers’ Forum
- Topic: Help making "The fellowhip of the Clay" canon compatible
- Replies: 21
- Views: 5841
Re: Help making "The fellowhip of the Clay" canon compatible
If memory serves me, The Hammer of Thursagan has a contradiction. It says that all the runemasters died because the hammer of Thursagan was destroyed, but that in fact the hammer had survived, at least, that is what the lich dwarf asserts. In any event, I would think that a statement of the sort: &q...
- December 28th, 2010, 7:57 am
- Forum: Ideas
- Topic: new desert terrain
- Replies: 2
- Views: 844
new desert terrain
I recently upgraded to 1.9.3 from 1.8.0 and find there are some aspects of a scenario in my campaign that look worse. First, the river that flows through the desert has tidal movement. This looks wierd. Unlike the case for grass or mountains that cancel the tidal movement. desert sand and hills do n...
- December 28th, 2010, 7:36 am
- Forum: WML Workshop
- Topic: Deaths utility
- Replies: 2
- Views: 423
Deaths utility
Many of the mainline campaigns put the code for the deaths of the heroes in a special file, so I tried to do so but it failed to work. So where SotB has: {campaigns/Son_Of_The_Black_Eye/utils/deaths.cfg} I tried for my campaign: {data/add-ons/Crin_of_Crenlyn/utils/deaths.cfg} and had put a file name...
- November 13th, 2010, 7:21 am
- Forum: WML Workshop
- Topic: Base unit, attack sounds, et alia
- Replies: 12
- Views: 1499
Re: Base unit, attack sounds, et alia
Replace, inside your [base_unit] tag, type= with id= and it should work Thanks. The scenario I'm working on has had so many problems that my mind is becoming numb. Here are two other questions. First, shouldn't this change the unit image (it doesn't): {MODIFY_UNIT id=arlaina image "data/add-on...
- November 12th, 2010, 3:57 am
- Forum: WML Workshop
- Topic: Base unit, attack sounds, et alia
- Replies: 12
- Views: 1499
Re: Base unit, attack sounds, et alia
In my units file I tried: [unit_type] id=aSpearman_pris name= _ "aSpearman Prisoner" gender=male image="data/add-ons/Crin_of_Crenlyn/images/units/spearman_pris.png" . . . [/unit_type] [unit_type] id=bHorseman_pris [base_unit] type=aSpearman_pris [/base_unit] name= _ "bHorsem...
- November 10th, 2010, 8:19 pm
- Forum: WML Workshop
- Topic: Base unit, attack sounds, et alia
- Replies: 12
- Views: 1499
Base unit, attack sounds, et alia
Hello, here are a few questions: First, if I define a new unit type, how do I use it as the base type for yet another unit? I put the type in [base_type] tags, but the program does not seem to look in my unit file for the type. Second, why do I get no sounds for an animated attack. I noticed in Scep...
- November 3rd, 2010, 5:34 am
- Forum: WML Workshop
- Topic: No moves
- Replies: 5
- Views: 649
Re: No moves
IMHO, it's not 'movement', it is 'moves'. I had tried that but it also did not work. Note that (in 1.9) you can and should use [move_unit] and [modify_unit]. I have not downloaded that version because it is still in development. I am wondering why those tags need to be used since the macros would, ...
- November 2nd, 2010, 6:53 pm
- Forum: WML Workshop
- Topic: No moves
- Replies: 5
- Views: 649
No moves
I tried the following, but after move_unit the unit still can move normally: [event] name=turn 1 {MOVE_UNIT id=crin 19 43} {MODIFY_UNIT id=crin max_moves 0} {MODIFY_UNIT id=crin movement 0} [message] speaker=chaser2 message=_ "Crin, get back here!" [/message] [/event] What will work? Thanks.
- October 28th, 2010, 6:12 am
- Forum: WML Workshop
- Topic: Empty recall list
- Replies: 8
- Views: 1176
Re: Empty recall list
Thanks. The South Guard reference got mine to work. You should do [side]save_id= persistent=yes in all your scenarios. I just looked at the wiki for [side]. It says that persistent=yes is the default. And it says: "save_id: default description if available, 'Unknown' otherwise," which I fi...
- October 27th, 2010, 3:42 pm
- Forum: WML Workshop
- Topic: Empty recall list
- Replies: 8
- Views: 1176
Re: Empty recall list
Unfortunately those solutions will not work. The leader in scenario one is the main character and so I cannot kill him. And the leader of the second scenario already does have canrecruit=yes, and indeed he is the only one who does the recruiting in scenario one since the main unit is running away fr...
- October 27th, 2010, 5:08 am
- Forum: WML Workshop
- Topic: Empty recall list
- Replies: 8
- Views: 1176
Empty recall list
Problem: The leader can recruit, but there are no units from the previous (the first) scenario. Also the gold bonus was not added. I assume this is because the leader of scenario two is different from that of scenario one. Is that true? The team_name in each is the same. The leader of scenario two d...
- October 8th, 2010, 4:36 am
- Forum: Writers’ Forum
- Topic: The Army and Government of Wesnoth
- Replies: 10
- Views: 2963
Re: The Army and Government of Wesnoth
I've often thought about the role of the mages in the Wesnoth society. Are they basically a trade guild, so that they have to get their training through certain channels (Alduin) and stick to certain rules (no necromancy), but are otherwise free to practice as they please? Or are they more like the...
- October 5th, 2010, 7:17 am
- Forum: WML Workshop
- Topic: Prison scenario
- Replies: 6
- Views: 937
Re: Prison scenario
Will the following code create a dozen units of about equal numbers of outlaws and footpads (where the variable crimecells is an array with x,y values: {FOREACH i} [if] [variable] name=i less_than=12 [/variable] [then] {RANDOM 0..10} [unit] side=2 type=Outlaw,Footpad x,y=$crimecells[$random].x,$crim...
- September 28th, 2010, 8:58 pm
- Forum: WML Workshop
- Topic: Prison scenario
- Replies: 6
- Views: 937
Prison scenario
In creating other scenarios, I changed the _main to go right to that scenario. However, for this scenario I need some units that can be recalled, and if I go directly to the scenario there are none. So I have to first finish a scenario that then calls up the scenario I'm working on. Is there some so...