Search found 183 matches
- December 2nd, 2019, 5:54 am
- Forum: WML Workshop
- Topic: HARD level: ideas to design it (other than gold)
- Replies: 6
- Views: 2350
Re: HARD level: ideas to design it (other than gold)
The wiki page BuildingScenariosBalancing lists some ideas. Thank you gnombat! Indeed the page lists many ideas, and good ones (numerous are similar to mine ;-)). This page also points to a deep flaw of Wesnoth and similar games, say "power games" , using money or other resources: namely t...
- December 1st, 2019, 12:15 pm
- Forum: Coder’s Corner
- Topic: vertical lines (Wesnoth geometry)
- Replies: 0
- Views: 1713
vertical lines (Wesnoth geometry)
This is not a feature request, rather curiosity. Why was it chosen to have vertical lines?, while obviously (see below) horizontal ones seem more intuitive. What were the reasons? A long time ago, I coded a game with hex geometry (although with square tiles for simplicity, see below illustration). I...
- December 1st, 2019, 10:19 am
- Forum: Coder’s Corner
- Topic: Campaign Global "Options"
- Replies: 8
- Views: 4513
Re: Campaign Global "Options"
I don't think so; a general description may not make much sense, I suppose, but the title tells you exactly what it is: additional options for your campaign and/or any modifications you've selected. It's not supposed to be a story thing (though of course you're free to include story-related options...
- November 30th, 2019, 11:59 am
- Forum: WML Workshop
- Topic: HARD level: ideas to design it (other than gold)
- Replies: 6
- Views: 2350
HARD level: ideas to design it (other than gold)
Hello, This thread is intended to list ideas as diverse as possible on how to design a HARD(er) difficulty, for game authors to stop relying mostly or even only on the (in)famous gold parameter ;-). <1> I tried below to be as clear and specific as possible, since vague or obscure hints do not help a...
- November 28th, 2019, 6:04 pm
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3958
Re: Failed to load scenario (#@%$!)
Hello, I have yet again this error "Failed to load scenario". Last time, I ended up thinking that the engine fails to use the latest version and remains sticked on a really erroneous version (eg wrong "define" in _main) even after correction. In effect, after all kinds of vain re...
- November 27th, 2019, 10:23 pm
- Forum: Coder’s Corner
- Topic: Campaign Global "Options"
- Replies: 8
- Views: 4513
Re: Campaign Global "Options"
I don't understand why there should be a general title and general description. In my view, this should just be left to the game author. In fact, it just like ordinary choices in story parts, where there is no title/text imposed by the game engine, except that here it is a campaign-level choice. Wha...
- November 18th, 2019, 10:47 am
- Forum: Add-on Feedback
- Topic: The Rising Underworld
- Replies: 46
- Views: 41998
Re: The Rising Underworld
Could not find a thread for tRU in the "scenario & campaign dev" forum, so I'm posting here. In scenario 7 Out of the North , I get the following WML error: [unstore_unit]: variable all_possible doesn't exist I've had a look and found the var used (with $) but not set; it's in the even...
- November 14th, 2019, 12:46 pm
- Forum: WML Workshop
- Topic: WML Error Messages...
- Replies: 0
- Views: 1650
WML Error Messages...
I stepped by chance on this thread about WML Error Messages and what they mean . I would say it is extremely needed and useful. An updated version should definitely be a sticky post here, in my view... (However, my latest issue with "Failed to load scenario", which seems to be the new form...
- November 14th, 2019, 9:51 am
- Forum: Lua Labs
- Topic: filtering units by WML variable
- Replies: 6
- Views: 3370
Re: filtering units by WML variable
My recommendation is: just use a SUF to indicate the units. It'll be easier to understand, more efficient, and less awkward for anyone using your tag. And if you don't, it would be rewritten to use one anyway if it were adopted into mainline, so you might as well use one from the start if that's yo...
- November 11th, 2019, 2:52 pm
- Forum: Lua Labs
- Topic: filtering units by WML variable
- Replies: 6
- Views: 3370
Re: filtering units by WML variable
I'm not sure I fully understand your intention, and if I do understand it, it doesn't sound like a very good design, but… Well, I want to indicate units by WML variables directly (not by filtering an internal variable), Just as by listing a series of ids: [move_toward] unit_vars = troll1, troll2, t...
- November 11th, 2019, 8:15 am
- Forum: Lua Labs
- Topic: filtering units by WML variable
- Replies: 6
- Views: 3370
filtering units by WML variable
I am making a new tag-block [move_units_together] and would like to allow users to indicate the units by WML var names. How is it at all possible since a SUF does not have a variable= key? (or I did not find it) I know about the sub-tag [filter_wml] but it first converts potential units into a WML v...
- November 10th, 2019, 9:46 pm
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3958
Re: Failed to load scenario (#@%$!)
Yop! Thank you . Must have been tired when typed that.Pentarctagon wrote: ↑November 10th, 2019, 2:25 pm Note also that in the scenario file,#idfef
and#enddif
are not valid preprocessor directives.
That's why my HARD variant did not work properly... (I like to differenciate diff level by various means instead of gold)
- November 10th, 2019, 9:44 pm
- Forum: Coder’s Corner
- Topic: 3 directories of core Wesnoth game data
- Replies: 5
- Views: 2410
Re: 3 directories of core Wesnoth game data
No, that's not normal. But... Why does your system update often crash? If your Linux distro's core application is unstable and Wesnoth has problems for you that aren't being reported by anyone else then I think the diagnosis has to start with the assumption that it's probably something wrong with y...
- November 10th, 2019, 9:39 pm
- Forum: Lua Labs
- Topic: path finder usage & functioning
- Replies: 9
- Views: 3207
Re: path finder usage & functioning
The pathfinder itself (roughly equivalent to wesnoth.find_path ) is implemented in C++, yes. The [find_path] tag is implemented in Lua. The tag's implementation is in data/lua/wml/find_path.lua Not all WML tags have their own file, many are implemented in one of the large files in the parent direct...
- November 10th, 2019, 10:26 am
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3958
Re: Failed to load scenario (#@%$!)
Again, if you would upload your add-on, it would be easier since we can look at what your entire code is. It's crazy. I did it, I mean copy the WML file into another campaign name (just "Test") and erase all comments. Then I tried just for fun, and the new campaign works fine! I have not ...