Search found 567 matches
- December 8th, 2019, 11:27 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
- Replies: 271
- Views: 37453
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
I attached a save for the last bug I reported. Thanks :) Sadly it didn't give any further clues about the issue, everything seemed to go normally there. My only idea is that an off-scenario global event removed it somehow, but which and how, I don't know. I'll keep fiddling with it, see if I can fi...
- December 3rd, 2019, 4:42 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
- Replies: 271
- Views: 37453
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
@white_haired_uncle (18) It doesn't make sense that green side has villages with red flag, does it? It's not a red flag, it's... an orcish flag. I know, I know, but the problem is that the actual image has actual red background, and not the recolorable magenta (or whatever is should be.) I tried rec...
- December 3rd, 2019, 3:31 pm
- Forum: Scenario & Campaign Development
- Topic: The Desolation of Karlag [Development and feedback]
- Replies: 25
- Views: 6629
Re: The Desolation of Karlag [Development and feedback]
I thus wanted to try tDoK but could not find it on the 1.14 server... or am I blind? Because it's not there yet. :) Sadly this entire series is yet to be ported to 1.14. You can find their latest edition on the 1.12 servers. If you decide to give it a go, I can probably answer most issues here and ...
- November 30th, 2019, 9:40 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
- Replies: 271
- Views: 37453
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
In S20, the lever is only visible after moving onto that spot Screen Shot 2019-11-29 at 2.44.21 AM.png Screen Shot 2019-11-29 at 2.49.32 AM.png Hmm, so the lever (in off position) should be visible from the start, until you move onto it and then it changes to the image in the on position. The lever...
- November 19th, 2019, 2:27 pm
- Forum: Ideas
- Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
- Replies: 7
- Views: 869
Re: [engine] Extend weapon syntax for multiple weapon type series in same attack
Also… I think all four approaches could be supported with a single implementation based on WML formulas. These sample formulas are not robust and probably contain errors, but should give a general idea of how a formula can make any of the three approaches possible. Do you mean that the unit_type cf...
- November 18th, 2019, 3:39 pm
- Forum: Ideas
- Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
- Replies: 7
- Views: 869
Re: [engine] Extend weapon syntax for multiple weapon type series in same attack
Disadvantages: The attack statistics would be hard to calculate because of the changing damage output. Disadvantage: Attack statistics cannot be calculated, backfiring attacks could be frustrating. I think you're vastly overestimating the difficulty of determining the attack statistics. For the fir...
- November 18th, 2019, 3:29 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
- Replies: 271
- Views: 37453
Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
In Scenario 7, at the start it says Khaso hides his weakness, but hovering over his character on the map reveals his fear of betrayal on turn one. This had been discussed before, and for some reason (mainly for technical ones) I "swept it under the rug" with the argument that this is simply what "l...
- October 27th, 2019, 10:40 am
- Forum: Ideas
- Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
- Replies: 5
- Views: 818
Re: Suggestion for {HIGHLIGHT_IMAGE} macro
I'm leaning toward having two separate macros. With one macro it'll be two easy to forget to handle all case when we change the macro. Could you please (fix the indentation and) open a pull request for discussing this further? So sorry for the very late answer :( I was completely absent for the pas...
- October 18th, 2019, 3:12 pm
- Forum: Ideas
- Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
- Replies: 5
- Views: 818
Re: Suggestion for {HIGHLIGHT_IMAGE} macro
If I understand correctly, your suggestion is to add a new version of {HIGHLIGHT_IMAGE} that, instead of taking {BACKGROUND_VALUE} that specifies a particular image to preserve, takes a yes/no parameter that means "preserve all images on that hex"? That sounds like a reasonable addition. Yes, that'...
- October 15th, 2019, 2:45 pm
- Forum: Ideas
- Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
- Replies: 7
- Views: 869
Re: [engine] Extend weapon syntax for multiple weapon type series in same attack
Quite misremembered that
Then, it's already quite possible to experiment with something like this, great 


- October 15th, 2019, 2:36 pm
- Forum: Ideas
- Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
- Replies: 5
- Views: 818
Suggestion for {HIGHLIGHT_IMAGE} macro
Hello, I have a small suggestion for the above mentioned macro. Currently, only background images can be protected with the BACKGROUND parameter, but background halos are lost no matter what. I'd suggest to change the BACKGROUND paramater to a yes/no boolean that would set if the background items (b...
- October 10th, 2019, 7:04 am
- Forum: Ideas
- Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
- Replies: 7
- Views: 869
[engine] Extend weapon syntax for multiple weapon type series in same attack
Hello, First let me start by saying that I am by no means a combat expert, and this is just my "Hollywood-infected" view of the technical details of armed fights :) I think it would enrich Wesnoth's combat system, and open up room for some very interesting combos, to allow an attack to have multiple...
- October 8th, 2019, 6:05 pm
- Forum: WML Workshop
- Topic: "upkeep=free" problem
- Replies: 24
- Views: 865
Re: "upkeep=free" problem
It doesn't seem to be recognized inside [scenario]. I don't have goals here, and we strayed way off the original topic, I was just merely wondering if having the option to set base_income in [scenario] could be more convenient than having to set income for each side one by one, if for example, someo...
- October 8th, 2019, 2:52 pm
- Forum: WML Workshop
- Topic: "upkeep=free" problem
- Replies: 24
- Views: 865
Re: "upkeep=free" problem
I tried it today on 1.14.5,
base_income
does nothing inside [scenario], so the MP screen probably works differently. Could it be a room for improvement then, that the [scenario] tag should accept base_income?- October 7th, 2019, 7:34 pm
- Forum: WML Workshop
- Topic: "upkeep=free" problem
- Replies: 24
- Views: 865
Re: "upkeep=free" problem
Well, it is not mentioned in the scenario wiki, and I never tried to use such key there, so I honestly don't know. I could test it some time if I don't forget.Celtic_Minstrel wrote: ↑October 3rd, 2019, 4:20 amDoesn'tbase_income=
also work in the scenario tag?