Search found 1189 matches

by gfgtdf
November 14th, 2019, 4:29 am
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 519

Re: Location-Based Recruit Lists?

Well you could try to use mouseover events to change the recruitlist in a way that would only allow those units that'd be legal for the position (note that it's more complicated because when the location is occupied it will be placed somewhere else) you also have to be careful with sync or other cli...
by gfgtdf
November 1st, 2019, 5:24 pm
Forum: WML Workshop
Topic: [preload] [prestart] [start] events
Replies: 8
Views: 264

Re: [preload] [prestart] [start] events

Ravana wrote:
November 1st, 2019, 5:19 pm
[lua] is not supported in [era], so preload is needed there.
At least in 1.14 and later, this is wrong
by gfgtdf
November 1st, 2019, 5:14 pm
Forum: WML Workshop
Topic: [preload] [prestart] [start] events
Replies: 8
Views: 264

Re: [preload] [prestart] [start] events

There is afaik currently no real usecase for preload events, lua can be initialized in [lua] directly at [scenario], and ir you really want 'on-reload' events you must be extremely cautious since it is not synced. I reccomend simply not to use it for normal stuff. Back in 1.10 preload events would b...
by gfgtdf
November 1st, 2019, 1:37 pm
Forum: WML Workshop
Topic: Inserting predefined leader and units into side def
Replies: 11
Views: 274

Re: Inserting predefined leader and units into side def

Instead of using find in like that for so sure sinngle locations you can always define "speciual_locations" in the map.efitor give them an I'd and use that in your code filter. Also if you really hate marcos I think your only option is to write your scenario completey in lua, maybe even use lua scen...
by gfgtdf
October 27th, 2019, 11:11 pm
Forum: Users’ Forum
Topic: Wesnoth 1.14 on Android
Replies: 111
Views: 33339

Re: Wesnoth 1.14 on Android

The savegames can under Android iirc be fuound somewhere in the Android/data subdirectory
by gfgtdf
October 24th, 2019, 2:30 am
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 12
Views: 487

Re: [move_unit] exactly one hex back

Hmm yes iirc you changed it to be set before every attack, still it's not set before predictions, this probably also effects the lua wesnoth.simulate_combat function by the way leading to possible oos (although that function is _mostly_ used in the air code where it if course won't cause oos(
by gfgtdf
October 18th, 2019, 5:42 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 90010

Re: World Conquest II

I never intend to do that as Alien Era is still a thing. Problem is that those who don't know what wml is never come to think on how to use custom eras. As far my knowledge goes, it would be very time consuming to make Alien Era available as an option in the game menu. Or is it not? The current ver...
by gfgtdf
October 17th, 2019, 8:59 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 90010

Re: World Conquest II

Wesnoth 1.14 and later will automatically download add-ons if needed when you join a game. So I'll probably not keep it that way. In fact the 1.14 WCII version does formally require download ( alhough it technically doesn't, I just set this option to make people update to newer versions faster) Onl...
by gfgtdf
October 17th, 2019, 7:05 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 90010

Re: World Conquest II

Currently WCII is fully compatible to any player even if they don't have the scenario installed (only host needs it). Please keep it this way. There is a reason the WCII terrain is optional. Wesnoth 1.14 and later will automatically download add-ons if needed when you join a game. So I'll probably ...
by gfgtdf
October 12th, 2019, 1:38 am
Forum: Developers’ Discussions
Topic: Release schedule for 1.15.2 and 1.15.3 (1.16 beta 1)
Replies: 2
Views: 269

Re: Release schedule for 1.15.2 and 1.15.3 (1.16 beta 1)

I'd also like to finish https://github.com/wesnoth/wesnoth/pull/3576 before 1.16 . The pr was originaly made to make it easier to add new features to stable releases by adding some 'apilevel' (like '1.16.3') field used in add ons. I say it still makes sense to merge that pr even without us intending...
by gfgtdf
October 11th, 2019, 9:31 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 90010

Re: World Conquest II

for the others factions, the recruit list depend of the leader. to simplify, for dunefolk, all leaders have the same recruit list. hmm ye maybe we shodul do thin i also dont really want to invest muhc in findin the best recruilist if i have to change it anways for the 1.15 dunfolk chnages later. fo...
by gfgtdf
October 11th, 2019, 1:30 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 90010

Re: World Conquest II

hello gfgtdf, some requests : - make the faction Empire available in the random list for the players. Hmm i think this is already possible by changing a variable in the config.cfg file. - make the faction Dunefolk available for AI. we want to fight them. sure why not. Maybe you coudl suggest a conc...
by gfgtdf
October 11th, 2019, 1:22 pm
Forum: WML Workshop
Topic: [Solved] Scenario end with victory turn 1
Replies: 4
Views: 160

Re: Scenario end with victory turn 1

So i want to make a scenario with no opposed sides, all the sides are allies and i want to be able to play multiple turns without ending the scenario. However i always get a victory screen no matter what i do. just use victory_when_enemies_defeated=no in [scenario] should work. Also i don't want to...
by gfgtdf
October 11th, 2019, 11:41 am
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 7
Views: 247

Re: Is it possible to get opponent's level in weapon specials?

ohh hmm it seems like this was written mostly with the leadership ability in mind where one unit has the ability and the 'other' unit it the unit that 'received' the ability.

So it seems that is itnot possibel that way maybe we can add this possiblity to wesnoth 1.15 in time.
by gfgtdf
October 11th, 2019, 2:41 am
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 7
Views: 247

Re: Is it possible to get opponent's level in weapon specials?

did you try putting it in parentesis like add="(other.level)"