Search found 373 matches
- July 4th, 2025, 9:33 pm
- Forum: Faction & Era Development
- Topic: The Era of Myths 5.19.0
- Replies: 1311
- Views: 472985
Re: The Era of Myths 5.19.0
This celestial is now in the last Ageless Era release.
The balance between Ageless / EoM need to be unified again at some point …
The balance between Ageless / EoM need to be unified again at some point …
- July 3rd, 2025, 10:35 pm
- Forum: Multiplayer Development
- Topic: Conquest* for 1.18
- Replies: 10
- Views: 9119
Conquest* for 1.18 – version 2.4
Hi, I uploaded a new version, with the revised Crusades map. Ideally, towns in Conquest should have more than one field of distance, because with just one field one can recruit and attack the other town during the same turn. But there are also already a few such cases in other maps. Feel free to cha...
- March 21st, 2025, 9:04 pm
- Forum: WML Workshop
- Topic: Issue with AMLA Ability Addition in WML
- Replies: 3
- Views: 4707
Filtering!
With filtering. The [advancement] tag accepts a [filter] tag. [advancement] [filter] [not] ability=healing # this will exclude units which have the mainline ability to heal +4 and +8 # ability_type=heals would exclude any healing ability and also curing [/not] This would not offer the advancement op...
- March 14th, 2025, 11:26 pm
- Forum: Multiplayer Development
- Topic: Conquest* for 1.18
- Replies: 10
- Views: 9119
Conquest* for 1.18 – Now with AI
New Release 2.3
Now one can play on all maps against the AI. I think this opens up Conquest for new players.
If you didn't play Conquest before, try some map against AI. The world map is a good start.
There are also new things for veteran players, the changelog is in the add-on description.
Now one can play on all maps against the AI. I think this opens up Conquest for new players.
If you didn't play Conquest before, try some map against AI. The world map is a good start.
There are also new things for veteran players, the changelog is in the add-on description.
- February 4th, 2025, 12:40 am
- Forum: Multiplayer Development
- Topic: Colosseum for 1.18
- Replies: 8
- Views: 4768
Re: Colosseum for 1.18 – now with 1.14 ai
New upload v2.2.0 with changes to ai settings: The vanilla 3p and 6p maps use the 1.14 ai now. Additionally, the 3p map had before grouping of enemy units disabled, it has now like the 6p map grouping=aggressive. You can downgrade to version 2.1.2 with the add-on manager for comparison with the 1.16...
- January 14th, 2025, 8:42 pm
- Forum: Multiplayer Development
- Topic: Conquest* for 1.18
- Replies: 10
- Views: 9119
Conquest* for 1.18 - What happened last year?
options.png Short briefing on changes. Look at the Custom Options section to find the map-specific options. Game-Settings tab You can set the turn limit like on normal maps – you're not asked in the first turn for this. You can enable shroud & fog. It would be is now possible for Gold per Villa...
- December 16th, 2024, 7:40 pm
- Forum: WML Workshop
- Topic: Correcting recruit list during campaign
- Replies: 8
- Views: 1665
Re: Correcting recruit list during campaign
If you see a [filter] tag somewhere, it is always for filtering units. For other things they are named [filter_thing].
- December 14th, 2024, 8:54 pm
- Forum: WML Workshop
- Topic: filter : help_taxonomy
- Replies: 12
- Views: 2506
Re: filter : help_taxonomy
You can declare a species list and a lua function … [event] name=preload first_time_only=no [lua] name=hermestrismis_lua code=<< species = { 'orc' = true, 'human' = true, 'undead' = true, 'elemental' = true } function taxonomy_filter(u) local tax = wesnoth.races[u.race].__cfg.help_taxonomy if specie...
- December 12th, 2024, 9:15 pm
- Forum: WML Workshop
- Topic: WOTG is spamming unstore unit code
- Replies: 6
- Views: 2044
Re: WOTG is spamming unstore unit code
Affects ColosseumRandom & co too
- November 26th, 2024, 8:07 pm
- Forum: Translations & Internationalization
- Topic: Croatian translations
- Replies: 3
- Views: 2238
Re: Croatian translations
Current state of translation:
https://gettext.wesnoth.org/?view=langs&lang=hr
https://gettext.wesnoth.org/?view=langs&lang=hr
- November 7th, 2024, 1:53 pm
- Forum: Users’ Forum
- Topic: Health Bars Whited Out
- Replies: 3
- Views: 1057
Re: Health Bars Whited Out
I think it happens when zooming out (with
-
hoktkey). You could reset the zoom level with hotkey 0
.- November 6th, 2024, 6:23 pm
- Forum: Multiplayer Development
- Topic: Modified World Conquest
- Replies: 13
- Views: 3046
Re: Modified World Conquest
For that, there are several attributes: [side]allow_player=no will make it so that the side is not displayed for players, so they can't change settings, unless they started the game in debug mode. several [side]xxx_lock attributes exist, such as controller_lock, which grey out the setting. Players c...
- November 5th, 2024, 6:22 pm
- Forum: Multiplayer Development
- Topic: Modified World Conquest
- Replies: 13
- Views: 3046
Re: Modified World Conquest
Try with 1.18.3, it might be the bug which was just fixed.
- November 3rd, 2024, 2:01 am
- Forum: Multiplayer Development
- Topic: Colosseum for 1.18
- Replies: 8
- Views: 4768
Re: Colosseum for 1.18
A screen will probbaly not be needed. The syntax with the & doens't exist anymore: DescriptionWML The main thing to change is: message= _ {MENU_IMG_TXT "items/bones.png~SCALE(36,36)" "Done"} to image="items/bones.png~SCALE(36,36)" description= _ "Done" (or...
- August 17th, 2024, 10:41 pm
- Forum: WML Workshop
- Topic: disallow_modification query
- Replies: 6
- Views: 1772
Re: disallow_modification query
The thought occurred: is it possible to release something as both a mod (where players can specify a config) and a resources (where the campaign author sets the config)? If the modification used [load_resource], then the code will be included only once even if bot the scenario and the active mode u...