Search found 2654 matches
- September 9th, 2026, 5:39 pm
- Forum: Scenario & Campaign Development
- Topic: Single player scenario: "Forward They Cried"
- Replies: 45
- Views: 29067
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: 52
The Grey Woods | SP Campaign
In 490 YW, Queen Asheviere rules with the iron hand of the Crown, 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 must be forged in danger ...
- September 6th, 2026, 8:20 am
- Forum: Scenario & Campaign Development
- Topic: Aria of the Dragon-Slayer (SP Campaign for 1.11)
- Replies: 216
- Views: 97968
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: 335
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: 335
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: 39
- Views: 874
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: 97968
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: 96
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: 96
[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: 127
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: 116
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: 1333
- Views: 290816
Re: Word association
garlic
- July 3rd, 2026, 10:16 am
- Forum: Technical Support
- Topic: wesnoth-1.16-tools question
- Replies: 3
- Views: 89
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.
- June 19th, 2026, 11:50 am
- Forum: Mainline Campaign Development
- Topic: Son of the Black Eye
- Replies: 68
- Views: 93933
Re: Son of the Black Eye
Hello,
Really appreciate the detailed breakdown — a lot of it lines up with issues I'd already flagged internally and fixed in the revised one, and a few things I hadn't caught. The Lanbec'h continuity problem in Clash of Armies is getting fixed.
The broader narrative note about Kapou'e lacking a ...
Really appreciate the detailed breakdown — a lot of it lines up with issues I'd already flagged internally and fixed in the revised one, and a few things I hadn't caught. The Lanbec'h continuity problem in Clash of Armies is getting fixed.
The broader narrative note about Kapou'e lacking a ...
- May 28th, 2026, 1:29 pm
- Forum: Forum Games
- Topic: Word association
- Replies: 1333
- Views: 290816
Re: Word association
distance