Search found 779 matches
- February 6th, 2026, 12:55 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
To celebrate the coming 10 years anniversary of the Ravagers (and phew, that hit like a truck when I realised that this is how much time has passed), I thought I'd reveal some behind the scenes trivia that had never been told before, but now I thought I'd share it for anyone who's interested.
Well ...
Well ...
- September 30th, 2025, 12:52 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
Just small helping to redesign your Innkeeper/Jon sprite/units. Just hope you like from my idea.
You can call me if you want to design something in your sprite/units more for your game. (I only active in Bfw discord server so you can ping me if you want more of my redesign and my username is ...
- December 3rd, 2024, 10:51 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
Everything that's been posted here, having waited an eternity to be done something about.
Unfortunately this is still not the post you've been waiting for. Some day, I hopefully get around to fixing/improving those issues.
This is just a notice that the campaign is now available for Wesnoth 1 ...
- August 12th, 2024, 9:37 am
- Forum: WML Workshop
- Topic: Castle overlay for Keeps issue [Wesnoth 1.18.2]
- Replies: 5
- Views: 1752
Re: Castle overlay for Keeps issue [Wesnoth 1.18.2]
From some further testing it seems that in previous wesnoth versions, if recruit_from was set to yes on the base, but no on the overlay, the engine would use the overlay value. But now, it looks like if it's set to yes on either the base or the overlay, the engine takes it as a yes in either case ...
- August 11th, 2024, 1:27 pm
- Forum: WML Workshop
- Topic: Castle overlay for Keeps issue [Wesnoth 1.18.2]
- Replies: 5
- Views: 1752
Re: Castle overlay for Keeps issue [Wesnoth 1.18.2]
I'm sorry?
1.18.0 was 100% bug-free, or why is it that if something hasn't changed since that version, it can't be a bug? What do you mean the 'engine is not required to support me'? At something that used to work in 1.16 and before?
OK, I guess.
1.18.0 was 100% bug-free, or why is it that if something hasn't changed since that version, it can't be a bug? What do you mean the 'engine is not required to support me'? At something that used to work in 1.16 and before?
OK, I guess.
- August 11th, 2024, 11:17 am
- Forum: WML Workshop
- Topic: Castle overlay for Keeps issue [Wesnoth 1.18.2]
- Replies: 5
- Views: 1752
Castle overlay for Keeps issue [Wesnoth 1.18.2]
Hi!
The aim I'd like to achieve is to have a castle on the map with an adjacent keep, but not to allow recruiting at that location. (Only at that location).
In previous versions of Wesnoth, I could do this by simply placing a Castle Overlay on the Keep tile. That way, the keep tile was in fact ...
The aim I'd like to achieve is to have a castle on the map with an adjacent keep, but not to allow recruiting at that location. (Only at that location).
In previous versions of Wesnoth, I could do this by simply placing a Castle Overlay on the Keep tile. That way, the keep tile was in fact ...
- March 1st, 2024, 1:16 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
It would be really cool if the player could access the dwarf mini campaign without having to play The Ravagers.
It could be done.
For now it can be launched by keeping a save from Inn-4 and launching from there. But yeah, making it standalone could be a plus.
rest of the feedback from all ...
- April 6th, 2023, 11:28 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Uploaded 1.4.2 that addresses these issues. If you are currently on an affected map, you need to reload the scenario start save file.
1.4.2
- Fixed a game breaking bug on map 19a whereby impassable tiles remained on the map
- Fixed an issue on map15 whereby lua errors came up and dialogue was ...
1.4.2
- Fixed a game breaking bug on map 19a whereby impassable tiles remained on the map
- Fixed an issue on map15 whereby lua errors came up and dialogue was ...
- March 24th, 2023, 10:13 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Uploaded a small update with some bugfixes.
1.4.1 changelog:
- March 15th, 2023, 11:13 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
After some consideration,
The Ravagers 1.4.0 has been published for the 1.16 add-ons server.
The siege map I mentioned in earlier posts is disabled for now and is to be finished and re-enabled in a later update.
I am likely going to be very slow in processing and replying to feedback and bug ...
The Ravagers 1.4.0 has been published for the 1.16 add-ons server.
The siege map I mentioned in earlier posts is disabled for now and is to be finished and re-enabled in a later update.
I am likely going to be very slow in processing and replying to feedback and bug ...
- March 10th, 2023, 10:46 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Let us know if there's any way we can help with the 1.16 edition of the campaign. If its source were hosted on GitHub or some other similar code-hosting site, I (or someone else) could submit pull requests...
Oh, the porting itself is done already. I just want to finish a new map before ...
- March 2nd, 2023, 9:01 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.18 [Feedback and development]
- Replies: 420
- Views: 158300
Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Thanks, glad you liked it!
Items disappearing from the map was a known issue for a while but I thought I fixed it in 1.3.7. Then apparently not completely, sorry for that.
There is one new map coming to the 1.16 edition of the campaign (as soon as I find the time to finish it), but I do not yet know ...
Items disappearing from the map was a known issue for a while but I thought I fixed it in 1.3.7. Then apparently not completely, sorry for that.
There is one new map coming to the 1.16 edition of the campaign (as soon as I find the time to finish it), but I do not yet know ...
- January 18th, 2023, 12:43 pm
- Forum: Lua Labs
- Topic: wesnoth.get_units with radius
- Replies: 4
- Views: 7212
Re: wesnoth.get_units with radius
Got it, thank you!
- January 17th, 2023, 11:26 pm
- Forum: Lua Labs
- Topic: wesnoth.get_units with radius
- Replies: 4
- Views: 7212
wesnoth.get_units with radius
Hi,
Sorry for the newbie lua question.
I'd like to use wesnoth.get_units to get an array of a units for in an area with a given radius around a tile. Something like:
local inrange = wesnoth.get_units{x=27, y=10, radius=10}
But of course radius is not in SUF, it needs to go within a [filter ...
Sorry for the newbie lua question.
I'd like to use wesnoth.get_units to get an array of a units for in an area with a given radius around a tile. Something like:
local inrange = wesnoth.get_units{x=27, y=10, radius=10}
But of course radius is not in SUF, it needs to go within a [filter ...
- August 23rd, 2022, 10:52 am
- Forum: WML Workshop
- Topic: How to get moveto-coordinates of a unit at the time of exiting first hex
- Replies: 0
- Views: 1311
How to get moveto-coordinates of a unit at the time of exiting first hex
Hello,
Is it possible in WML or rather with Lua, to get the coordinate information of where a unit is going after it's been ordered to move by the player (i.e. the would-be location where the moveto event would fire), at the time when the unit is just exiting its first hex?
The reason for this is ...
Is it possible in WML or rather with Lua, to get the coordinate information of where a unit is going after it's been ordered to move by the player (i.e. the would-be location where the moveto event would fire), at the time when the unit is just exiting its first hex?
The reason for this is ...