Search found 2887 matches
- May 12th, 2026, 4:07 am
- Forum: WML Workshop
- Topic: Checking the feasibility of a complex Custom Project
- Replies: 7
- Views: 99
Re: Checking the feasibility of a complex Custom Project
Oh, I would definitely use the Wesnoth art assets. Those make a fantastic resource. IIRC, Dave cobbled together the first, working version of Wesnoth in just a month or two. However, the art was so rough that it would have been difficult to play. If you did the same kind of thing with current ...
- May 12th, 2026, 2:07 am
- Forum: WML Workshop
- Topic: Checking the feasibility of a complex Custom Project
- Replies: 7
- Views: 99
Re: Checking the feasibility of a complex Custom Project
When developers say that it might be possible to cram your game idea into the BfW engine, they don't mean that it will be pretty easy and we just need to iron out some details. That seems to be what you are thinking at this point.
I have been programming for 35 years, and I wouldn't try this. I ...
I have been programming for 35 years, and I wouldn't try this. I ...
- May 5th, 2026, 2:46 pm
- Forum: WML Workshop
- Topic: Macro suggestions?
- Replies: 19
- Views: 304
Re: Macro suggestions?
Here is how you use macros: If you find yourself copying and pasting code (even if you plan to make a couple changes), you should try to make it into a macro instead.
- April 4th, 2026, 8:57 am
- Forum: WML Workshop
- Topic: Extra feature giveaway.
- Replies: 3
- Views: 132
Re: Extra feature giveaway.
What is susfishious? A dead fish?
It's a pun on the word "suspicious," in case you are asking about the language. The WML creates an object that turns into a zombie swimmer if a level-0 unit gets close to it, but disappears with an animation if a higher-level unit lands on it. The object will ...
- March 24th, 2026, 5:26 am
- Forum: Ideas
- Topic: Web client for Wesnoth, like Freeciv.
- Replies: 15
- Views: 6131
Re: Web client for Wesnoth, like Freeciv.
This is technically impressive, but it's too slow to actually play. It was three minutes to launch a campaign. Then, there was a two second delay between some clicks on the interface and the result. It ends up playing like the 0.25 "accelerated" game, but the interface is that slow too. This is all ...
- February 9th, 2026, 3:30 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 756
Re: Removing attacks from unit variation.
Thirdly, it showcases possibilities of what you can do with available WML tools.
I'm not sure it is possible, but I guess you'll find out.
how can I apply it to an existing unit's standing animation without defining a brand new unit type?
[object]
[effect]
apply_to=new_animation
There ...
- February 8th, 2026, 6:38 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 756
Re: Removing attacks from unit variation.
My plan was to use BLIT image path function to overlap unit image with another image and turn it into a standing animation,
I suppose that might be possible, but you are pretty far outside of what the engine was designed to do. What is wrong with making the images in a paint program? Overlapping ...
- February 6th, 2026, 10:11 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 756
Re: Removing attacks from unit variation.
You can use animated terrain. The windmill and brazier are examples.
- January 31st, 2026, 11:54 pm
- Forum: WML Workshop
- Topic: Changing recruitment with [modify_ai].
- Replies: 14
- Views: 313
Re: Changing recruitment with [modify_ai].
I also replaced the tag with the one suggested by Ravana, but he still is not recruiting. Replaced? Does that mean you put it inside [modify_ai]? It won't work there. It is a direct action that works inside general command blocks (like [event] or [if][then]). If that is where it is, we need to see ...
- January 8th, 2026, 4:29 am
- Forum: WML Workshop
- Topic: Catgirls, the WML side
- Replies: 37
- Views: 2419
Re: Catgirls, the WML side
Which means that the whole part of dark adept line that can advance to a necromancer must be copied
I did this for Secrets of the Ancients (so the player could recruit zombie variations). Those unit files might save you some work.
Edit: I briefly looked at your code. According to the wiki, [store ...
I did this for Secrets of the Ancients (so the player could recruit zombie variations). Those unit files might save you some work.
Edit: I briefly looked at your code. According to the wiki, [store ...
- December 16th, 2025, 11:35 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 756
Re: Removing attacks from unit variation.
trying several approaches.
That never works. When something doesn't work, what you should try is reading the wiki closely.
The section on [modify_unit] says that you can't use it directly to add or alter an animation. It does allow you to add an [effect] though, and that can add a new_animation ...
That never works. When something doesn't work, what you should try is reading the wiki closely.
The section on [modify_unit] says that you can't use it directly to add or alter an animation. It does allow you to add an [effect] though, and that can add a new_animation ...
- December 9th, 2025, 1:07 am
- Forum: WML Workshop
- Topic: Pondering recall cost WML...
- Replies: 8
- Views: 258
Re: Pondering recall cost WML...
Where are these lines? Are they in [side] tags? If you put an ID and other stats in a [side] tag, the game will look on the recall list for a unit with that ID. If it finds one, it unstores that unit and ignores the other stats. If it doesn't find a unit with that ID, it creates the unit . That ...
- December 6th, 2025, 3:27 am
- Forum: WML Workshop
- Topic: Pondering recall cost WML...
- Replies: 8
- Views: 258
Re: Pondering recall cost WML...
It looks like you are generating a new unit here, so the unit will come back, or maybe even multiply depending on what your custom macro does. The [recall] tag is made for the situation you described. Just specify the unit's ID. If a unit with that ID doesn't exist on the recall list, nothing will ...
- November 29th, 2025, 6:16 pm
- Forum: Ideas
- Topic: Observation: Berzerker dwarf versus level 3 wraith
- Replies: 1
- Views: 194
Re: Observation: Berzerker dwarf versus level 3 wraith
If you check the damage calculations, you will find that the dwarf can win that fight. It's only a 16% chance to kill on good terrain, but the AI is usually set to be aggressive enough to try. There is a better chance that they will do some damage to the wraith, making it more vulnerable to later ...
- October 26th, 2025, 4:04 pm
- Forum: Ideas
- Topic: Allied units: to surround or not to surround
- Replies: 2
- Views: 305
Re: Allied units: to surround or not to surround
I hate allied AIs. Losing because the AI is dumber than a box of rocks is aggravating. The solution is not to change core mechanics of the whole game, but to allow the player to have more influence over the allied AI's behavior. If shevegen could have increased his ally's aggressiveness, the AI ...