Search found 122 matches
- 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.
- 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!
Looks good.Sgt. Groovy wrote: Portugese (pt, pt_BR):
- 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 ...
- 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...
- 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...
- 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.
Not that is a urgent need to translate them ...
wesnoth -t micro_ai_test
Not that is a urgent need to translate them ...
- 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.
- 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...
- 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...
- 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'.
change the event name in the original code to 'turn refresh'.
- 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[$i]} [/then] [else] [...] [/code] In the loop you are are clearing one of its containers, causing to skip u...
- February 23rd, 2014, 5:43 pm
- Forum: WML Workshop
- Topic: tekelili advanced WML questions
- Replies: 224
- Views: 44000
Re: tekelili advanced WML questions
Works for me [effect] apply_to=defense replace=yes [defense] flat=+"$($unit.defense.flat-10)" forest=-"$(abs($unit.defense.forest))" village=-"$(abs($unit.defense.village))" [/defense] [/effect] increases defenses on flat while leaving original one for forest and village.
- 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 ...
- 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.
Note that in 1.11.x sighted events can be relayed again.
- 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.