Search found 2656 matches
- September 27th, 2026, 12:31 am
- Forum: Writers’ Forum
- Topic: Khazg’s history
- Replies: 3
- Views: 74
Re: Khazg’s history
I know someone else made a campaign about the same character: Northern Destruction
Apart from that, NR story and dialogue is probably what only bits we got about him.
Apart from that, NR story and dialogue is probably what only bits we got about him.
- September 24th, 2026, 12:07 pm
- Forum: Ideas
- Topic: How to manage gold and difficulties
- Replies: 1
- Views: 65
Re: How to manage gold and difficulties
I haven't found any information on how to balance gold and, consequently, the armies. Basically, the gameplay swings from extremely simple to incredibly difficult—if not impossible!
try this: http://www.catb.org/~esr/wesnoth/campaign-design-howto.html
It's very outdated, but some things still ...
- September 9th, 2026, 5:39 pm
- Forum: Scenario & Campaign Development
- Topic: Single player scenario: "Forward They Cried"
- Replies: 46
- Views: 29219
Re: Single player scenario: "Forward They Cried"
Updated with the translation for Turkish
- September 6th, 2026, 8:35 am
- Forum: Scenario & Campaign Development
- Topic: The Grey Woods | SP Campaign
- Replies: 0
- Views: 107
The Grey Woods | SP Campaign
In 490 YW, the Kingdom of Wesnoth fights a bitter war against the orcs of the North. Rogues and outlaws are hunted across the realm. Helicrom, once a fugitive mage from Alduin, has become an infamous outlaw determined to secure a base for his growing band. As the Crown tightens its grip, a new home ...
- September 6th, 2026, 8:20 am
- Forum: Scenario & Campaign Development
- Topic: Aria of the Dragon-Slayer (SP Campaign for 1.11)
- Replies: 216
- Views: 98122
Re: Aria of the Dragon-Slayer (SP Campaign for 1.11)
The add-ion has been updated (since Friday)
- August 30th, 2026, 5:43 pm
- Forum: Lua Labs
- Topic: Feasibility of customising return guardian micro ai
- Replies: 23
- Views: 445
Re: Feasibility of customising return guardian micro ai
Trouble with multiple micro ais (mais) is that these units will be created by player action (although not player controlled) and I don't really want to limit them to a preset number of units... hmm ... will have a think. Should be possible to dynamically spawn multiple mais in WML, bit not sure if ...
- August 30th, 2026, 4:03 pm
- Forum: Lua Labs
- Topic: Feasibility of customising return guardian micro ai
- Replies: 23
- Views: 445
Re: Feasibility of customising return guardian micro ai
Yes, this is possible.to specify different return_x,return_y for each unit?
This is the way to do it.(other than defining multiple micro_ais) of doing this?
- August 26th, 2026, 6:25 am
- Forum: Scenario & Campaign Development
- Topic: The Fellowship of the Clay [1.18+]
- Replies: 41
- Views: 1063
Re: The Fellowship of the Clay [1.18+]
Your campaign has
rank=0 but rank values 0-400 are typically reserved for mainline so you should move it to beyond 400.- August 25th, 2026, 12:35 pm
- Forum: Scenario & Campaign Development
- Topic: Aria of the Dragon-Slayer (SP Campaign for 1.11)
- Replies: 216
- Views: 98122
Re: Aria of the Dragon-Slayer (SP Campaign for 1.11)
you can wait till friday for the version update with the bugfix if you like.Do i need to manually edit them myself at some point or is there any way to fix it softly?
- July 21st, 2026, 6:29 am
- Forum: WML Workshop
- Topic: [unit_worth] inside [foreach] throwing a bug
- Replies: 6
- Views: 98
Re: [unit_worth] inside [foreach] throwing a bug
-- Use find() instead of find_on_map() to include the recall list
This worked. As I defined a custom unit_worth to include recall units and the code now works as expected.
I had to include recall units as you can have 5x sylphs sitting there and their gold value would not be accounted for if ...
- July 20th, 2026, 12:13 pm
- Forum: WML Workshop
- Topic: [unit_worth] inside [foreach] throwing a bug
- Replies: 6
- Views: 98
[unit_worth] inside [foreach] throwing a bug
Current code:
[event]
name=moveto
first_time_only=yes
[filter]
side=1
[filter_location]
x,y=27,37
radius=12
[/filter_location]
[/filter]
[store_unit]
[filter]
side=1
[/filter]
variable=side_1_units
include_recall=yes
kill=no
[/store_unit]
{VARIABLE side_1_total_worth 0 ...
[event]
name=moveto
first_time_only=yes
[filter]
side=1
[filter_location]
x,y=27,37
radius=12
[/filter_location]
[/filter]
[store_unit]
[filter]
side=1
[/filter]
variable=side_1_units
include_recall=yes
kill=no
[/store_unit]
{VARIABLE side_1_total_worth 0 ...
- July 11th, 2026, 8:11 am
- Forum: WML Workshop
- Topic: Disable Recruit from Crossing Water
- Replies: 7
- Views: 131
Re: Disable Recruit from Crossing Water
I'm looking at writing a campaign and in one scenario an ally can recruit a variety of units but I want the shocktroopers to essentially remain castle guards and not cross the moat (the castle is surrounded by water with some bridges). Is the best way to achieve this with a custom unit (modified ...
- July 11th, 2026, 5:41 am
- Forum: WML Workshop
- Topic: Enemies randomly get set to 4 hp
- Replies: 5
- Views: 123
Re: Enemies randomly get set to 4 hp
unit placed event accounts for any unit related action: recruit, recall, moveto, etc.
first_time_only=yes is causing the event to loop for every moveto event the unit takes.
first_time_only=yes is causing the event to loop for every moveto event the unit takes.
- July 5th, 2026, 3:42 pm
- Forum: Forum Games
- Topic: Word association
- Replies: 1343
- Views: 291477
Re: Word association
garlic
- July 3rd, 2026, 10:16 am
- Forum: Technical Support
- Topic: wesnoth-1.16-tools question
- Replies: 3
- Views: 98
Re: wesnoth-1.16-tools question
I believe there is setting that auto checks "check core files". You have to disable that setting while running it for your add-on.