Search found 22 matches

by blob
October 1st, 2010, 9:39 am
Forum: Scenario & Campaign Development
Topic: The Cost Of Living v1.0 (for BfW 1.8)
Replies: 6
Views: 2546

Re: The Cost Of Living

Thanks for some initial comments. @Glowing Fish: When I first started playing Wesnoth, I always found that I couldn't beat certain scenarios in the turn limit given, and that really was the most annoying thing in the world to me. I definately don't want to do this to players, so I will take loosenin...
by blob
September 29th, 2010, 7:02 pm
Forum: Scenario & Campaign Development
Topic: The Cost Of Living v1.0 (for BfW 1.8)
Replies: 6
Views: 2546

The Cost Of Living v1.0 (for BfW 1.8)

http://img837.imageshack.us/img837/7202/tcol240.png Hello everyone. I just wanted to announce and present my first UMC campaign, The Cost Of Living. Please use this thread to give your overall impression on the campaign, particularly on design, story and prose, possible bugs, and whatever else you ...
by blob
September 29th, 2010, 5:04 pm
Forum: Add-on Feedback
Topic: The Cost Of Living
Replies: 3
Views: 3393

The Cost Of Living

This is the feedback thread for The Cost Of Living. The main thread on design, story, prose and any kind of general comment is over there . Reviewing individual scenarios is most helpful, but reviewing the campaign as a whole is also fine. The questions: 1) Which scenario are you reviewing? 2) What...
by blob
September 26th, 2010, 2:17 pm
Forum: WML Workshop
Topic: How to create a fake attack animation during an event?
Replies: 4
Views: 1090

Re: How to create a fake attack animation during an event?

Not sure how I could miss the [animate_unit] tag when it's right there in the docs. Either way, works a treat. Thank you very much.
by blob
September 26th, 2010, 1:24 pm
Forum: WML Workshop
Topic: How to create a fake attack animation during an event?
Replies: 4
Views: 1090

How to create a fake attack animation during an event?

In a campaign I am writing, during a particular event, I want one unit to fake attacking another. With that, I mean that the attack animation should show, the defense or hit animation should show, and the associated sound effects should play. I want to be in control of the number of strokes (just on...
by blob
August 4th, 2010, 5:07 pm
Forum: Technical Support
Topic: Bug with CLEAR_FOG and UNCLEAR_FOG macros
Replies: 4
Views: 1387

Bug with CLEAR_FOG and UNCLEAR_FOG macros

I recently played with the CLEAR_FOG macro as defined in interface-utils.cfg, and found that using it multiple times in a row does not work the way one would expect. The first CLEAR_FOG always works fine. It creates an invisible Fog Clearer unit with no interface icons on the map. Each additional CL...
by blob
June 28th, 2010, 11:07 pm
Forum: Technical Support
Topic: Resizing a map in the editor can mess up the map design
Replies: 1
Views: 634

Resizing a map in the editor can mess up the map design

I found a problem with the editor (v1.8.2) which probably is unavoidable due to the way Wesnoth handles maps. If you resize a map on the x-axis and put the anchor on the right side, i.e. expanding the map to the left or shrinking it on the left, then the map gets completely messed up IF you resize b...
by blob
June 13th, 2010, 12:47 am
Forum: WML Workshop
Topic: How to stop messages from scrolling to the speaking unit?
Replies: 9
Views: 1963

Re: How to stop messages from scrolling to the speaking unit?

Thanks for the suggestions. I think I'll go with zookeeper's approach and simply create a macro instead of facing something I never heard of with Lua.
by blob
June 12th, 2010, 8:49 pm
Forum: WML Workshop
Topic: How to stop messages from scrolling to the speaking unit?
Replies: 9
Views: 1963

Re: How to stop messages from scrolling to the speaking unit?

Thanks very much. I already suspected that + had some meaning in WML, just never used string concatenation. Either way, that's one level of workarounds eliminated. How about the other one?
by blob
June 12th, 2010, 8:38 pm
Forum: WML Workshop
Topic: How to stop messages from scrolling to the speaking unit?
Replies: 9
Views: 1963

How to stop messages from scrolling to the speaking unit?

Hello, I would like to know if it is possible for messages to stop centering on the speaking unit. For example: [message] id=myunit message= _ "This is what I want to say." [/message] The above code will first scroll to the speaking unit so that the unit is on-screen, then show the message...
by blob
March 26th, 2010, 3:13 pm
Forum: Technical Support
Topic: List of terrain tiles in the Map Editor gets too short
Replies: 2
Views: 816

List of terrain tiles in the Map Editor gets too short

Something that has been annoying me about the Map Editor for some time now. The list of terrain tiles start making use of the available screen height, but after editing a bit around, they suddenly end up using only a small portion of the available height, meaning you have to scroll up and down a lot...
by blob
March 23rd, 2010, 4:09 pm
Forum: Ideas
Topic: Enemy turns take little or no time if you can't see them
Replies: 10
Views: 3198

Re: Enemy turns take little or no time if you can't see them

I may be wrong about this, but in my own experience, the AI already skips animation when in fog or shroud. When I play against the AI on multiplayer, for example, it may move a lot of units on a large map, yet when I can't see any of them, then pressing the End Turn button almost instantly gets me b...
by blob
March 18th, 2010, 4:40 pm
Forum: Ideas
Topic: Dynamic difficulty in campaigns
Replies: 2
Views: 1390

Dynamic difficulty in campaigns

I just read a couple of threads in the User's forum that once again raised a relatively old issue. I admit that I went through the same when I first started playing Wesnoth, and while I think it's less an issue now that I have more experience, I still think that there is a fundamental problem in the...
by blob
February 1st, 2010, 3:03 pm
Forum: Users’ Forum
Topic: Why does income/upkeep work the way it does?
Replies: 11
Views: 5407

Re: Why does income/upkeep work the way it does?

:oops: Oops, now that you mention different village incomes, I based my observations on a multiplayer game, but disregarded the fact that the village income setting was 2 there. I really must pay more attention to some details. Either way, I can now make sense of it. Basically, that would mean: inco...
by blob
February 1st, 2010, 2:06 pm
Forum: Users’ Forum
Topic: Why does income/upkeep work the way it does?
Replies: 11
Views: 5407

Re: Why does income/upkeep work the way it does?

Ok, I thought of that, actually. But even then, there is still a descripancy from what I expect according to the manual and what I can observe in the game: No. of villages Upkeep cost Upkeep paid Income In-game upkeep In-game income --------------- ----------- ----------- ------ -------------- -----...