Search found 22 matches
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 --------------- ----------- ----------- ------ -------------- -----...