Search found 2864 matches
- June 6th, 2025, 7:51 pm
- Forum: WML Workshop
- Topic: [DEVLOG] Procedural Co-Op Labyrinth
- Replies: 4
- Views: 366
Re: [DEVLOG] Procedural Co-Op Labyrinth
What you sent me today is much closer to a standard Wesnoth campaign. You don't really need all the empty folders though. I would put the Lua code in utils. I found some time last night and fixed all the code from before. I used it as a challenge for myself and a way to practice Lua coding. Use it i...
- June 6th, 2025, 7:07 am
- Forum: WML Workshop
- Topic: [DEVLOG] Procedural Co-Op Labyrinth
- Replies: 4
- Views: 366
Re: [DEVLOG] Procedural Co-Op Labyrinth
I would like to say things in a nicer way, but I assume you will translate my message, and I don't want the meaning to be lost. map size can be changed I actually did it myself, but unfortunately, it caused major issues like unreachable exits or misaligned positions. It was immediately obvious to me...
- June 6th, 2025, 2:48 am
- Forum: WML Workshop
- Topic: [DEVLOG] Procedural Co-Op Labyrinth
- Replies: 4
- Views: 366
Re: [DEVLOG] Procedural Co-Op Labyrinth
I can’t change the map dimensions without breaking the generation algorithm. I can't imagine this. I can't imagine code that is so bad that you can't change it that way. The size should be a variable that you can change everywhere by modifying one line of code. This is very important for testing. T...
- June 6th, 2025, 2:36 am
- Forum: Multiplayer Development
- Topic: Unit Color Variation/Changer (Skin/Scale/Armour)
- Replies: 44
- Views: 89851
Re: Unit Color Variation/Changer (Skin/Scale/Armour)
Then you could have the information just from looking at the army, or the unit you recruited. That's a really useful idea. It seems like it should have been obvious now that someone has thought of it! I don't think the number of variations is that important, so cutting it down to six in some cases ...
- April 13th, 2025, 9:30 am
- Forum: WML Workshop
- Topic: naming a new unique character
- Replies: 5
- Views: 1849
Re: naming a new unique character
How? And where? Answering this question fully means explaining the structure of a Wesnoth add-on. Nobody is likely to do that since you can just follow the "Create" link at the top of the page to find a thorough description. Maybe if you had some more information, you could ask a more tar...
- March 8th, 2025, 5:27 am
- Forum: Secrets of the Ancients
- Topic: Scenario 21: Against the World
- Replies: 16
- Views: 28752
Re: Scenario 21: Against the World
Well, that was interesting. I didn't think there was any reason to have a turn limit on the final scenario, but I guess you proved me wrong! 

- March 3rd, 2025, 6:59 am
- Forum: Art Contributions
- Topic: New saurian units
- Replies: 19
- Views: 54258
- February 11th, 2025, 3:05 am
- Forum: Users’ Forum
- Topic: Enlarged Story Line Text?
- Replies: 34
- Views: 19875
Re: Enlarged Story Line Text?
The difference is not subtle it if works, so there is a bug in the Pixel Scale Multiplier (I assume only on the Macintosh). That's the problem that needs to be solved. You should put in a bug report. I would do it myself, but I don't have access to a machine with the same problem. I won't know if a ...
- February 9th, 2025, 12:16 am
- Forum: Users’ Forum
- Topic: Enlarged Story Line Text?
- Replies: 34
- Views: 19875
Re: Enlarged Story Line Text?
The pixel scale multiplier does exactly what you are asking for. A pixel scale of 2x makes each interface pixel take up a four-pixel box on the screen, making it much larger, but the map can still be scaled separately so that it looks the same as before. The text can be up to 16 times its default si...
- November 24th, 2024, 6:39 pm
- Forum: WML Workshop
- Topic: Catgirls, the WML side
- Replies: 11
- Views: 1781
Re: Catgirls, the WML side
You are trying to do too much at once I think. We don't know which part is not working, so we need to guess. I think the event code gnombat provided should work fine as long as it is in the right place, but verify that by using a different image path function in it (GS for example) to make sure that...
- November 24th, 2024, 5:22 am
- Forum: WML Workshop
- Topic: Catgirls, the WML side
- Replies: 11
- Views: 1781
Re: Catgirls, the WML side
You could use that [object] code in an event (I would use a unit_placed event), and the [event] can go in [unit_type].
- November 9th, 2024, 4:13 am
- Forum: Users’ Forum
- Topic: New and Old Comparison
- Replies: 1
- Views: 1156
New and Old Comparison
I found some old images. This is what Wesnoth looked like when I started playing.
It has come a long way. This isn't even showing the full story because maps are animated now, too.
Those were the large sized portraits, by the way.It has come a long way. This isn't even showing the full story because maps are animated now, too.
- November 7th, 2024, 10:52 pm
- Forum: Mainline Campaign Development
- Topic: Secrets of the Ancients (Undead Campaign)
- Replies: 214
- Views: 225408
Re: Secrets of the Ancients (Undead Campaign)
You are playing the version under development, not the stable version, so you should expect some bugs. This does seem to be a bug that nobody else has noticed. Can you report it on the bug tracker site? If you are interested in more technical information, the merfolk side is controlled by a microAI....
- November 3rd, 2024, 12:57 pm
- Forum: WML Workshop
- Topic: Log error message
- Replies: 20
- Views: 3618
Re: Log error message
Not if you recruited your units in a different order to make sure that didn't happen. This would allow you to fish around for specific traits on at least some of your units.Celtic_Minstrel wrote: ↑October 28th, 2024, 1:50 pmIf the generator were rewound, you would get the exact same unit when you redo anyway.
- October 18th, 2024, 7:54 pm
- Forum: WML Workshop
- Topic: Problem stopping a set_menu_item
- Replies: 4
- Views: 1224
Re: Problem stopping a set_menu_item
I suspect that your roles are not correct, and the code did not fail for the reason you think. The [role] tag is meant to provide a speaking role to one unit, and it is not guaranteed to be set at all. You should use a custom [status] instead. Maybe I am wrong, and you are using : inspect to verify ...