Search found 491 matches

by UnwiseOwl
October 14th, 2020, 6:33 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

Sure. I don't have an ETA for the next version, but I'll try and get something out soon.
by UnwiseOwl
September 18th, 2020, 6:56 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

I should really get around to an overhaul of the Arendians and Issaelfr some time, huh? It's only been on my to-do list for...eight years. Gees, we could really do with a maintainer around here. Personally, I like that the Arendians (and to some extent the Sidhe) don't have strong water control, as ...
by UnwiseOwl
September 9th, 2020, 10:09 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

Wow, all the updates for various addons are now 1.15 only it seems. Sadly, this is one of the problems of a long development cycle. New features are great for UMC, so we tend to use the newest thing, then maintaining for multiple versions is a hassle (I still have flashbacks to trying to keep two v...
by UnwiseOwl
September 9th, 2020, 7:57 am
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

I should have added them last time. I'll do it for the next update.

Edit: And done. 0.25.1 pushed for Wesnoth 1.15 branch. 0.25.0 broke compatibility for 1.14, so new changes will only be for 1.15+ from here on out.
by UnwiseOwl
May 12th, 2020, 4:27 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

If you're willing, do to take a look at the Orbivm github. If you make changes to the files there that'll save us having to repeat your work if and when I remember down the track, and maybe the whole IE can stop being so silly.
by UnwiseOwl
May 12th, 2020, 4:06 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

I'd already found and fixed this problem in a number of the marauders, but I'd missed that it occurred in the Orcei too.
Thanks for the report, I've added it to my list, and a fix will be included in the next public release version.
by UnwiseOwl
April 29th, 2020, 10:52 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

I might just do that. I've been thinking of changing it from 'interrupted', after all.
by UnwiseOwl
April 28th, 2020, 10:56 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 141
Views: 40460

Re: Imperial Era

Thanks Atreides. Good to hear from you.

I've actually already fixed this, and it'll be working as intended in the next version.
by UnwiseOwl
April 19th, 2020, 11:28 pm
Forum: Scenario & Campaign Development
Topic: Imperial Era Campaigns
Replies: 32
Views: 15190

Re: Imperial Era Campaigns

Hi Overlord Tallin, thanks for getting in touch and thanks for the report. Looks like this was caused by something I changed in the latest version of the campaign to work with Wesnoth 1.15.3 that didn't backport into the 1.14 version of the IE properly. I've reverted this change for the 1.14 version...
by UnwiseOwl
April 19th, 2020, 12:17 am
Forum: Users’ Forum
Topic: DiD Rework Feedback
Replies: 0
Views: 1521

DiD Rework Feedback

Sorry for posting this here, but it seemed too big and unfocused for an issue on github and didn't really seem to fit the feedback threads either, given that I haven't answered the usual questions and haven't gone scenario by scenario in the usual way. It's been a long time since I've played DiD, so...
by UnwiseOwl
March 15th, 2020, 3:11 pm
Forum: Scenario & Campaign Development
Topic: Imperial Era Campaigns
Replies: 32
Views: 15190

Re: Imperial Era Campaigns

I have recently ported Up from Slavery and Gali's Contract to the current version of wesnoth. I haven't made major changes to either of these campaigns, but they are functional again, and as always, I'd appreciate feedback. I also hope to port Alfhelm at some point, though that's a bigger project an...
by UnwiseOwl
March 10th, 2020, 2:05 pm
Forum: Multiplayer Development
Topic: Help with testing Fred - Freelands MP Custom AI v0.14.15
Replies: 219
Views: 50354

Re: Help with testing Fred - Freelands MP Custom AI v0.14.15

Hi mattsc, I haven't had a chance to take much of a look lately, but you mentioned earlier that you've made Fred able to handle any era, but I couldn't get him to work with anything other than the default. If I could look at Fred and also sanity check my UMC at once, that would really help! EDIT: Ne...
by UnwiseOwl
March 9th, 2020, 6:35 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 4453

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

I believe that's correct. My understanding is that the main reason to do this change for mushrooms was that it didn't follow the same rules as other composite terrains. His argument is that there is not consistent rules for composite terrains, as there are many exceptions as given in his first post...
by UnwiseOwl
March 9th, 2020, 6:08 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 4453

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Please correct me if I'm wrong, but I think the major point is that the behaviour of ^Uf was fine as it was, and that a change so that in some situations (ie with different underlying layers) ^Tf will have different behaviour is not a good change. Elder would prefer that all mushrooms have the same ...
by UnwiseOwl
March 1st, 2020, 12:08 am
Forum: WML Workshop
Topic: Disabling Terrain
Replies: 1
Views: 249

Re: Disabling Terrain

Yes, you can.

If you want to match any terrain, for example, use *^*.

You can find details on the wiki here: https://wiki.wesnoth.org/StandardLocati ... g_Terrains