Search found 122 matches

by trewe
August 22nd, 2015, 8:03 pm
Forum: Translations & Internationalization
Topic: Japanese translation
Replies: 8
Views: 5957

Re: Japanese translation

Yes, focus should be on the 1.12 branch especially considering in 1.13/1.14 strings are still changing all the time. Are you already subscribed to the translators mailing list? Not the busiest one, but important announcements are posted there.
by trewe
August 22nd, 2015, 7:57 pm
Forum: Translations & Internationalization
Topic: New logo translations: Speakers of ALL languages needed!
Replies: 59
Views: 35633

Re: New logo translations: Speakers of ALL languages needed!

Sgt. Groovy wrote: Portugese (pt, pt_BR):
Looks good.
by trewe
April 9th, 2015, 7:32 pm
Forum: Multiplayer Development
Topic: New campaign: Return from Captivity, for 2 players
Replies: 77
Views: 46126

Re: New campaign: Return from Captivity, for 2 players

mmh, yeah that ... arguably the hardest scenario of the campaign (and trickiest to balance too). Maybe, recruit fresh dwarves (guards and fighters), who hold up the onslaught while this time the elves kill as many as they can? Not easy to give an advice without knowing the available recalls. In the ...
by trewe
March 29th, 2015, 4:22 pm
Forum: Users’ Forum
Topic: Best 2 player co-op campaigns ?
Replies: 7
Views: 12795

Re: Best 2 player co-op campaigns ?

Those are pretty much all. Not so many multiplayer campaigns available at all. There is also The Haunted Woods which while intended for 3 players can be played with less players as its scales difficulty accordingly. Or Valley of the Ancients , mixing co-op with versus gameplay. Or even the World Con...
by trewe
March 29th, 2015, 4:10 pm
Forum: Multiplayer Development
Topic: New campaign: Return from Captivity, for 2 players
Replies: 77
Views: 46126

Re: New campaign: Return from Captivity, for 2 players

Thanks for playing and the valuable feedback :). Are we missing something ? :/ The good news are that the scenario doesn't require to kill any enemy, "just" surviving is enough. The cave offers some good defence, and while the elves will be busy rotating their units and heal, the offensive...
by trewe
May 18th, 2014, 9:57 pm
Forum: Translations & Internationalization
Topic: wesnoth-ai
Replies: 2
Views: 2593

Re: wesnoth-ai

the wesnoth-ai strings mostly come from the Micri Ai test scenarios, you can access them by adding the scenario ID to the -t flag, e.g. wesnoth -t micro_ai_test

Not that is a urgent need to translate them ...
by trewe
March 10th, 2014, 10:20 pm
Forum: Translations & Internationalization
Topic: Campaign with 11 strings - looking for translators
Replies: 29
Views: 13295

Re: Campaign with 11 strings - looking for translators

oh well, Portuguese & Brazilian variant.
by trewe
February 28th, 2014, 10:33 pm
Forum: WML Workshop
Topic: WML questions: invalid wml
Replies: 170
Views: 30021

Re: WML questions: afraid of the light?

enhancing my original idea. the ability: [teleport] id=afraid_of_light name= _ "shadow lurker" description= _ "This unit is limited to move to nocturnal locations." [tunnel] id=afraid_of_light [source] x,y=$teleport_unit.x,$teleport_unit.y [/source] [target] find_in=teleport_unit...
by trewe
February 28th, 2014, 12:55 pm
Forum: WML Workshop
Topic: WML questions: invalid wml
Replies: 170
Views: 30021

Re: WML questions: event name=movefrom?

Thanks! Another question: Any idea for how to create a unit that is limited to moving in hex that are dark in illumination? Maybe by giving the unit a teleport like ability, together with movement costs equal to its max_moves on all passable terrains (to prevent the unit moving around forever) [tel...
by trewe
February 25th, 2014, 10:11 pm
Forum: WML Workshop
Topic: ChaosRider’s WML questions
Replies: 459
Views: 69127

Re: ChaosRider’s WML questions

.moves does work, but pointless as they are reset immediately after.

change the event name in the original code to 'turn refresh'.
by trewe
February 23rd, 2014, 6:20 pm
Forum: WML Workshop
Topic: WML questions: invalid wml
Replies: 170
Views: 30021

Re: WML questions

[...] {IF_VAR cemented[$i].variables.cemented equals 0 ( [then] {CLEAR_VARIABLE cemented[$i].variables.cemented} {MODIFY_UNIT id=$cemented[$i].id status.petrified no} {CLEAR_VARIABLE cemented[$i]} [/then] [else] [...] [/code] In the loop you are are clearing one of its containers, causing to skip u...
by trewe
February 23rd, 2014, 5:43 pm
Forum: WML Workshop
Topic: tekelili advanced WML questions
Replies: 224
Views: 44000

Re: tekelili advanced WML questions

Works for me [effect] apply_to=defense replace=yes [defense] flat=+"$($unit.defense.flat-10)" forest=-"$(abs($unit.defense.forest))" village=-"$(abs($unit.defense.village))" [/defense] [/effect] increases defenses on flat while leaving original one for forest and village.
by trewe
February 12th, 2014, 2:21 pm
Forum: WML Workshop
Topic: Defense and abilities
Replies: 21
Views: 4600

Re: Defense and abilities

The simplest way would be to give every possible unit which could benefit from it an object which increases the defenses when an allied unit with that ability is adjacent. e.g. [event] name=turn refresh,recruit,recall,post advance first_time_only=no id=increase_defense_event [filter_condition] # do ...
by trewe
February 7th, 2014, 2:06 pm
Forum: WML Workshop
Topic: ON_SIGHTING Macro
Replies: 3
Views: 940

Re: ON_SIGHTING Macro

The macro/event should have an id if more than one is used (the unused argument in your example). Other than that, plain old moveto events are probably the only safe way to get the desired behavior.

Note that in 1.11.x sighted events can be relayed again.
by trewe
January 30th, 2014, 1:43 pm
Forum: Translations & Internationalization
Topic: Clarification of terms
Replies: 39
Views: 25682

Re: Clarification of terms

The stub string is used in the editor, where it is the standard name given to the auto-generated time of day shedule as a example.