Search found 1088 matches
- January 8th, 2021, 7:16 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
@Dubbuk, cool thanks for the info. That was the last thing I'd suggest, but its a hard step to reinstall a game completely to make an add-on work
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I think that means the reason is beyond my control.


I think that means the reason is beyond my control.


- January 7th, 2021, 9:24 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Hi Dubbuk, could you try de-install and re-install the add-on? There has been recent change that only "changed" files will uploaded again. At least that was a bug reported by another player and it could be that this was already 1/2 years ago. It seems that this can cause problems. While RP...
- January 6th, 2021, 6:58 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
@KillerKetchup The production is done once you enter the map after counting your steps and multiplying it with the result. The event is triggered once you enter a scenario. So I wonder what caused this matter. I will have to recheck this.
- January 2nd, 2021, 11:31 am
- Forum: Scenario & Campaign Development
- Topic: Heindal's Mini Games: Dungeonmasters of Wesnoth
- Replies: 32
- Views: 10550
Re: Heindal's Mini Games: Dungeonmasters of Wesnoth
Cool Cugel, I will test it as soon as I have the time and give you a feedback. Note that I made some changes to the game in my last update, some new spells (greater pave, mushroom farm) and upgrade options for the heroes. Feel free to use them in your spin off. I will probably make 1 level for the w...
- December 31st, 2020, 10:34 am
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
1) Indeed, the competitors have different income dependent to the difficulty, they also have 'bank account', with which they can buy buildings. Buildings than provide additional income. 2) What income do you mean? Production of the markets, taxes or population? Population is capped at 500 (asfarasir...
- December 28th, 2020, 4:43 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
@KillerKetchup thank you, i will fix this in the next version.
- December 24th, 2020, 1:47 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Strange Legacy - 1.16.13 Drake General
The new version of Strange Legacy has been published for Battle For Wesnoth 1.14 and 1.15 This new version is called Drake General and has the version: 1.16.13 Fixes: Buying and selling something will now be rounded flat, so it's no longer possible to buy/sell 1.5 pieces. Instead you will buy 1. Fix...
- December 21st, 2020, 11:02 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
4 days left for our Advent Calendar, here it goes. #21 Factions will now have Carpenter and Ingredient Stores that will unlock once the population of a faction reaches a certain amount. Some faction start with carpenter and ingredient stores and will lose the advantage, when their strength is decrea...
- December 14th, 2020, 7:12 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
@GForce0 Thank you. I'm glad I could help and you enjoyed it. Hopefully there will be some cool stuff coming. 

- December 13th, 2020, 6:05 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Coding Advent Calendar - SL 1.16.3
#13 I've overworked the spell animations using radius. Massiveeffectspells.png #14 Radius is a cool feature that can be used for a lot of occasions and can be combined with harm for pictures or with other events. For example you could say that a spell, an ability or action has a specific range. Thi...
- December 1st, 2020, 9:33 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1057
- Views: 240557
Coding Advent Calendar - SL 1.16.3
Maybe this is a stupid idea, but ... ok. There is a tradition I like about christmas and that's the advent calendar. Each day you open a new door and see something funny or suprising in it. Mostly chocolate. I will present new features of Strange Legacy in my calendar. I hope you enjoy it. The pictu...
- November 2nd, 2020, 11:31 pm
- Forum: Lua Labs
- Topic: Idea: an invisible map
- Replies: 6
- Views: 367
Re: Idea: an invisible map
Ah I admit I don't use 1.15. I can't tell you why it won't work. 0,0 is outside of the map, the first adress-able variable is 1,1.
- October 31st, 2020, 7:09 pm
- Forum: Scenario & Campaign Development
- Topic: To Lands Unknown - 10th Anniversary!
- Replies: 1023
- Views: 238738
Re: To Lands Unknown - 10th Anniversary!
Happy birthday
.

- October 31st, 2020, 7:08 pm
- Forum: Lua Labs
- Topic: Idea: an invisible map
- Replies: 6
- Views: 367
Re: Idea: an invisible map
Sure, here you go: [terrain_mask] x,y=1,1 mask="border_size=1 usage=map Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Wwr, Wwr, Wwr, Wwr, Wwr, Ur^Edt, Ur^Edt, Ur^Edt, Wo, Wo, Wwf, Wwf, Wwf, Ur Xoc, Xoc, Wwr, Xoc, Wwr, Wwr, Wwr, Wwr, Wwr, Wwr, Ur, Wwr, Ur^Edt, Ur^Edt, Wo, Wo, Wwf, Wwf, Wwf, Wwf, Wo, W...
- October 31st, 2020, 10:37 am
- Forum: Lua Labs
- Topic: Idea: an invisible map
- Replies: 6
- Views: 367
Re: Idea: an invisible map
You can use "terrain mask", which is quite fast. You can combine it with any event you like and set map1 or map2 to 0/1 or visible / notvisible. You could even define starting variables. So if the player moves to a new room or area, set the other area back "black" and create the ...