Search found 1467 matches

by Celtic_Minstrel
September 4th, 2019, 11:30 am
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 104
Views: 5080

Re: Dunefolk Rework - Removed Units & Extra Units

It's likely to undergo some minor revisions, but I think you can consider the specific units to be stable – that is, no units would be added or removed.

(I'm referring to the Dunefolk in Wesnoth master, just in case we weren't on the same page.)
by Celtic_Minstrel
August 28th, 2019, 12:54 am
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 396

Re: [avoid] puzzlement - update 2

I believe that what Celtic_Minstrel says is true, just that it is the last, not the first, facet which is active. As in, whatever facet is added last overwrites all previous ones. The exception to this, and the reason why multiple facets are possible, is when facets only apply at a certain times of...
by Celtic_Minstrel
August 27th, 2019, 4:21 am
Forum: WML Workshop
Topic: [micro_ai] error: bad argument #1 to 'insert' (table expected, got nil)
Replies: 8
Views: 368

Re: [micro_ai] error: bad argument #1 to 'insert' (table expected, got nil)

I think the fix would be to write local holes = {} on the second line of your posted code snippet (naturally that would be a bug in the AI if so, but you can make the change yourself for a quick test).
by Celtic_Minstrel
August 27th, 2019, 4:18 am
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 396

Re: [avoid] puzzlement

I'm a little puzzled by this too, as it was my understanding that it would only take the first avoid facet (the one you say isn't working) while ignoring the rest. Regardless, I'm fairly sure that what you'll need to do to solve this is to somehow merge the avoids into a single filter. Hopefully mat...
by Celtic_Minstrel
August 26th, 2019, 3:42 am
Forum: WML Workshop
Topic: Correct string to user content
Replies: 10
Views: 400

Re: Correct string to user content

If you want to save your scenario in userdata/editor/scenarios , I suspect it must all be self-contained in a single file. So, if you copy-paste the contents of maptest.map into those quotes, I think that would work. Preprocessor inclusion in a scenario in userdata/editor/scenarios might be able to ...
by Celtic_Minstrel
August 25th, 2019, 4:30 am
Forum: WML Workshop
Topic: Correct string to user content
Replies: 10
Views: 400

Re: Correct string to user content

You might be able to get it to work with map_file="../maps/k1.map"? But I think the best option here is to actually create a proper addon, as described by Pentarctagon's link.
by Celtic_Minstrel
August 18th, 2019, 3:42 pm
Forum: Scenario & Campaign Development
Topic: The Black Cross of Aleron (formerly Besieged Druids)
Replies: 269
Views: 51305

Re: The Black Cross of Aleron (formerly Besieged Druids)

I see... thanks for the info. I'll see if I can find the time to debug and fix haste next weekend.
by Celtic_Minstrel
August 5th, 2019, 7:36 pm
Forum: WML Workshop
Topic: [harm_unit] Lua error: bad argument #1 to '__index' (unkown unit)
Replies: 9
Views: 525

Re: [harm_unit] Lua error: bad argument #1 to '__index' (unkown unit)

I guess it's probably a rare bug in the [harm_unit] tag's implementation, so it would need to be fixed there... which is something we need to worry about, not you. :)
by Celtic_Minstrel
July 29th, 2019, 12:54 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 22
Views: 1204

Re: Dunefolk Rework - Unit Descriptions

Typo in the second ringcaster paragraph - I believe "those few" should've been "though few".
by Celtic_Minstrel
July 27th, 2019, 5:23 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 22
Views: 1204

Re: Dunefolk Rework - Unit Descriptions

The race description does portray the Dunefolk as famous for the wealth. The Dunefolk's inclination towards trade and exploration has allowed their cities to amass immense fortunes, a fact regarded both with admiration and envy by other races. Hmm, okay, maybe that's alright then I was sort of look...
by Celtic_Minstrel
July 27th, 2019, 2:55 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 22
Views: 1204

Re: Dunefolk Rework - Unit Descriptions

Miscellaneous thoughts on descriptions that have been posted so far... Dune Alchemist Lv2 - Concept By Krogen "Dune poisoners have abandoned the study of healing herbs and instead chose to focus on poisons. Their study has led them to creating potent concoctions which they use to dispose of their en...
by Celtic_Minstrel
July 27th, 2019, 5:27 am
Forum: WML Workshop
Topic: Random map in Lua?
Replies: 6
Views: 259

Re: Random map in Lua?

If the old cave generator is not working, I think that's a bug? It's supposed to be only deprecated in 1.14 if I recall correctly.
by Celtic_Minstrel
July 27th, 2019, 5:03 am
Forum: WML Workshop
Topic: [harm_unit] Lua error: bad argument #1 to '__index' (unkown unit)
Replies: 9
Views: 525

Re: [harm_unit] Lua error: bad argument #1 to '__index' (unkown unit)

As for the precise meaning of the error, it means the Lua unit proxy did not refer to an actual unit. This situation is detectible by testing the u.valid key on the unit; it'll be nil in this situation, otherwise it'll return a string. Off the top of my head I'm not quite sure how the situation coul...
by Celtic_Minstrel
July 27th, 2019, 4:44 am
Forum: WML Workshop
Topic: Sand Storm Terrain
Replies: 14
Views: 900

Re: Sand Storm Terrain

Though you've solved your issue, I'd like to suggest that it's probably better practice to use a new alias rather than aliasing it to frozen. You can then use movetype patching to ensure that all units get sensible values for the new terrain. If you're certain you'll never want sandstorm and ice to ...
by Celtic_Minstrel
July 20th, 2019, 2:13 pm
Forum: Users’ Forum
Topic: Fungus terrain bug
Replies: 30
Views: 1596

Re: Fungus terrain bug

In a word: backward compatibility. The ^Uf overlay creates a non-mixed terrain hex. We can't change the stats of ^Uf hexes without breaking compatibility, so we must change the sprite to match the stats. We can add a Uf top-level terrain code, we can add an overlay that creates a mixed terrain fung...