Search found 26 matches

by Zolm
March 1st, 2020, 2:11 am
Forum: Scenario & Campaign Development
Topic: After the Storm 0.10.11 [Wesnoth 1.14.x & 1.15.4+]
Replies: 602
Views: 245125

Re: After the Storm 0.9.17 [Wesnoth 1.12]

Well, I'm completely lost in the lore. Things took a 720º turn from half episode 1 onwards, didn't understand most of what was happening. I'll have to replay once more to try and get things right. About some minor spoilers, none important, but I honestly don't get these ones and they probably can be...
by Zolm
March 30th, 2018, 12:24 am
Forum: WML Workshop
Topic: Iterating over character traits
Replies: 2
Views: 852

Re: Iterating over character traits

Thanks pal.
by Zolm
March 29th, 2018, 10:38 pm
Forum: WML Workshop
Topic: Iterating over character traits
Replies: 2
Views: 852

Iterating over character traits

Guys, another question. What's wrong here? [store_unit] variable=verifyChar [filter] id=Char [/filter] kill=no [/store_unit] {FOREACH verifyChar.modifications.trait i} [if] {VARIABLE_CONDITIONAL verifyChar.modifications.trait[i].id equals trait1} [then] {VARIABLE charHasTrait1 yes} [/then] [/if] {NE...
by Zolm
March 11th, 2018, 12:58 pm
Forum: WML Workshop
Topic: Problem with hide
Replies: 2
Views: 867

Re: Problem with hide

You need a "affect_allies=yes" command to enable the adjacent verification
by Zolm
March 10th, 2018, 8:01 pm
Forum: WML Workshop
Topic: Steadfast-like ability - but for defense
Replies: 3
Views: 1017

Re: Steadfast-like ability - but for defense

Oh. It was simpler than I thought. Thanks, pal.

Forgot to remove the if block without conditions - on FCTH macro is used with the last argument. I removed the argument, but forgot the block.
by Zolm
March 10th, 2018, 7:13 pm
Forum: WML Workshop
Topic: Steadfast-like ability - but for defense
Replies: 3
Views: 1017

Steadfast-like ability - but for defense

Steadfast uses the [resistance] tag along with a built-in option: active_on . However, the [defense] tag does not have this optional parameter, therefore it is not possible to make an ability which boosts defense rate while being attacked. So I tried to adapt the FORCE_CHANCE_TO_HIT mainline macro t...
by Zolm
March 1st, 2018, 4:27 am
Forum: Scenario & Campaign Development
Topic: Invasion from the Unknown 2.1.9 [Wesnoth 1.14.x & 1.15.4+]
Replies: 209
Views: 78891

Re: Invasion from the Unknown 2.0.1 [Wesnoth 1.12]

Something I never remembered asking: On scenario 3 (Memories from the depths) there is an event called "malin fight begin", and Anlindë uses an unnamed spell (which also has no actual effect, only a sound and a screen flash). Is this some unfinished event which went forgotten throughout the versions...
by Zolm
August 1st, 2016, 11:07 pm
Forum: Users’ Forum
Topic: Hexes May Be Miles Across--But How Many?
Replies: 22
Views: 5246

Re: Hexes May Be Miles Across--But How Many?

Therefore everyone is an archer, and ranged units are rifle armed snipers
by Zolm
December 7th, 2014, 1:15 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7441
Views: 1303728

Re: Legend of the Invincibles

2) He wasn't destroyed, he just swapped bodies. He doesn't have the new look, right? Yes, he still retains his old death knight/advancement class, that's why I asked. The prologue says they crushed his body - I believe to allow the soul to travel to the general's body. By the way, I think I messed ...
by Zolm
December 5th, 2014, 10:04 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7441
Views: 1303728

Re: Legend of the Invincibles

Dugi, three questions about the campaign: 1- Is there a reason of why Efraim's starting sword of Krux is stronger during the first equip? The bonuses are reduced to +3 melee damage and +20% magic damage once it's unequipped and equipped again. The resists are also lost. 2- On chapter 1 scenario 14 t...
by Zolm
June 8th, 2014, 12:37 am
Forum: Scenario & Campaign Development
Topic: A Song of Fire: SP Campaign Feedback and Reviews
Replies: 339
Views: 136813

Re: A Song of Fire: SP Campaign Feedback and Reviews

Unless it's something broken in the engine there's no way to get stuck due bugs on BfW, since it's all there to edit. if you're having problems because the gold bug type in :debug and then :gold 350 or any amount you wish. This way you can bypass the gold bug you mentioned. After it type :nodebug to...
by Zolm
May 27th, 2014, 5:17 am
Forum: Scenario & Campaign Development
Topic: A Song of Fire: SP Campaign Feedback and Reviews
Replies: 339
Views: 136813

Re: A Song of Fire: SP Campaign Feedback and Reviews

iirc you cannot kill enemy leaders on 4. On normal each of them get around 1300 gold total, starting with ~700 and with a +600 bonus midway the scenario. just rush your leader to the city's nearest keep and spam water elementals near water. Since they have cold attacks just aim anything but sky/hurr...
by Zolm
May 26th, 2014, 1:57 pm
Forum: Music & Sound Development
Topic: Open Bundle
Replies: 28
Views: 9957

Re: Open Bundle

Curious to see halcyonic's work at CC0; I remember she was selling her soundtrack from epic battle fantasy 3 (game available on kongregate for free) some years ago. She changed her mind then.

Good for us; I always loved her music.
by Zolm
May 14th, 2014, 12:07 am
Forum: Scenario & Campaign Development
Topic: Soldier of Wesnoth: SP Campaign (Feedback and Reviews)
Replies: 181
Views: 55009

Re: Soldier of Wesnoth: SP Campaign (Feedback and Reviews)

Maybe, but I played through that scenario and didn't notice anything wrong. I suppose you're referring to Rhur not appearing in your game. This one is a bit complicated to find the cause, but it works like this: in scenario 10 (Parting ways) Rhur is stored, then he isn't used until being restored in...
by Zolm
May 11th, 2014, 9:57 pm
Forum: Scenario & Campaign Development
Topic: Soldier of Wesnoth: SP Campaign (Feedback and Reviews)
Replies: 181
Views: 55009

Re: Soldier of Wesnoth: SP Campaign (Feedback and Reviews)

The problem occurs because side 2 loses its only unit right when variable oweor_defeated turns 1 - at oweor last breath event. Then it activates event die with all conditions met to end scenario, causing all the problems. I'll leave the easiest way to fix it without changing the scenario code until ...