Search found 537 matches

by Gwledig
August 31st, 2019, 4:18 pm
Forum: Multiplayer Development
Topic: WesCraft - new mini multiplayer mod
Replies: 43
Views: 7384

Re: WesCraft - new mini multiplayer mod

Wescraft 3.0 update
fixed problem where terrain engineering by worker turned vilas into the new terrain and similar potential issue for gooey blob spell.
by Gwledig
August 31st, 2019, 1:43 pm
Forum: WML Workshop
Topic: excluding terrain (villages) in [terrain] when changing terrain
Replies: 6
Views: 221

Re: excluding terrain (villages) in [terrain] when changing terrain

Yep I do want to apply radius because it's a kind of land engineering ability to convert terrain.
by Gwledig
August 31st, 2019, 1:42 pm
Forum: WML Workshop
Topic: excluding terrain (villages) in [terrain] when changing terrain
Replies: 6
Views: 221

Re: excluding terrain (villages) in [terrain] when changing terrain

This does the job it looks like layer=base is needed, because presumably villages are overlays and still sit on the proper terrain, the terrain filter in [and] doesn't seem to be needed. #add terrain change code here [terrain] [and] [filter] x,y=$x1,$y1 side=$side_number role=Worker [/filter] # unus...
by Gwledig
August 31st, 2019, 10:18 am
Forum: WML Workshop
Topic: excluding terrain (villages) in [terrain] when changing terrain
Replies: 6
Views: 221

Re: excluding terrain (villages) in [terrain] when changing terrain

cant it just be excluded? https://wiki.wesnoth.org/StandardLocationFilter#Filtering_Terrains #add terrain change code here [terrain] [and] [filter] x,y=$x1,$y1 side=$side_number role=Worker [/filter] terrain=!,*^V* # here is the filter criterion [/and] terrain={TERRAIN_CODE} # and the new terrain ra...
by Gwledig
August 31st, 2019, 8:40 am
Forum: WML Workshop
Topic: excluding terrain (villages) in [terrain] when changing terrain
Replies: 6
Views: 221

excluding terrain (villages) in [terrain] when changing terrain

hi I have some WML where an 'engineer' type unit can be used to transform terrain using [terrain] e.g. to create a cobbled area, or build a bridge, i have only just noticed that this also changes villages into the desired terrain.... so I need to exclude village tiles so they remain as villages (and...
by Gwledig
August 30th, 2019, 11:51 pm
Forum: Scenario & Campaign Development
Topic: Chaoz Battle of the Wizards (new Scenario)
Replies: 31
Views: 3824

Re: Chaoz Battle of the Wizards (new Scenario)

Chaoz 2.4 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
by Gwledig
August 30th, 2019, 11:51 pm
Forum: Scenario & Campaign Development
Topic: Lazersquad new scenario (squad multiplayer scenario)
Replies: 35
Views: 5325

Re: Lazersquad new scenario (squad multiplayer scenario)

Lazersquad 2.7 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
by Gwledig
August 30th, 2019, 11:50 pm
Forum: Multiplayer Development
Topic: WesCraft - new mini multiplayer mod
Replies: 43
Views: 7384

Re: WesCraft - new mini multiplayer mod

Wescraft 2.8 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
by Gwledig
August 30th, 2019, 11:49 pm
Forum: Multiplayer Development
Topic: Conquest, Conquest+, Conquest+ Space Updates
Replies: 125
Views: 12546

Re: Conquest, Conquest+, Conquest+ Space Updates

Conquest+ Space 4.2 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
by Gwledig
August 25th, 2019, 8:41 pm
Forum: Multiplayer Development
Topic: Conquest, Conquest+, Conquest+ Space Updates
Replies: 125
Views: 12546

Re: Conquest, Conquest+, Conquest+ Space Updates

Conquest+ Space 4 update
Boat price fixed - sub now costs 20gp (vs 15) due to enhanced features like cloaked torpedoes.
by Gwledig
August 24th, 2019, 11:42 pm
Forum: Multiplayer Development
Topic: Conquest, Conquest+, Conquest+ Space Updates
Replies: 125
Views: 12546

Re: Conquest, Conquest+, Conquest+ Space Updates

Conquest+ Space 3.12 update - * Scaled some ranged projectiles which were clipping/overlapping hexes * Added clicked unit sounds like Lazersquad/Chaoz/WesCraft, so when you click a unit you get a response sound, sounds are different depending on the unit, e.g. alien sound on Zygons, mechanical sound...
by Gwledig
August 23rd, 2019, 10:55 pm
Forum: Multiplayer Development
Topic: WesCraft - new mini multiplayer mod
Replies: 43
Views: 7384

Re: WesCraft - new mini multiplayer mod

Minor update 2.7 where a variable name was changed to avoid conflict with a system variable.
by Gwledig
August 23rd, 2019, 10:55 pm
Forum: Scenario & Campaign Development
Topic: Lazersquad new scenario (squad multiplayer scenario)
Replies: 35
Views: 5325

Re: Lazersquad new scenario (squad multiplayer scenario)

Minor update 2.6 where a variable name was changed to avoid conflict with a system variable.
by Gwledig
August 23rd, 2019, 10:54 pm
Forum: Scenario & Campaign Development
Topic: Chaoz Battle of the Wizards (new Scenario)
Replies: 31
Views: 3824

Re: Chaoz Battle of the Wizards (new Scenario)

Minor update 2.3 where a variable name was changed to avoid conflict with a system variable.
by Gwledig
August 23rd, 2019, 10:54 pm
Forum: Multiplayer Development
Topic: Conquest, Conquest+, Conquest+ Space Updates
Replies: 125
Views: 12546

Re: Conquest, Conquest+, Conquest+ Space Updates

Minor update on all conquest mods (apart from conquest original gameplay) where a variable name was changed to avoid conflict with a system variable.