Search found 342 matches
- November 18th, 2023, 2:00 am
- Forum: WML Workshop
- Topic: using wml to make things better
- Replies: 6
- Views: 578
Re: using wml to make things better
Sounds like the unitmarker add-on.
viewtopic.php?t=39771
viewtopic.php?t=39771
- November 3rd, 2023, 8:52 pm
- Forum: WML Workshop
- Topic: Help with creating sides
- Replies: 27
- Views: 3951
Re: Help with creating sides
Generally variables are only available during [event]s. So not in the scenario definition.
The recruit key does automatically add too the recruit list, so if you already had a recruit list from a previous scenario, it does not overwrite it,
The recruit key does automatically add too the recruit list, so if you already had a recruit list from a previous scenario, it does not overwrite it,
- October 16th, 2023, 12:33 am
- Forum: Forum Games
- Topic: Word association
- Replies: 226
- Views: 11535
- August 17th, 2023, 10:40 am
- Forum: Scenario & Campaign Development
- Topic: Darkness Falls Release
- Replies: 9
- Views: 1532
Re: Darkness Falls Release
No, not that easy.
Some scenarios restrict the movement of the leader, look at TSG 4.
Maybe there is also a microAI which would suit.
Some scenarios restrict the movement of the leader, look at TSG 4.
Maybe there is also a microAI which would suit.
- August 16th, 2023, 8:30 pm
- Forum: Forum Games
- Topic: Word association
- Replies: 226
- Views: 11535
- July 3rd, 2023, 2:13 pm
- Forum: Multiplayer Development
- Topic: Undead Empire - Version 1.0.2 released!
- Replies: 47
- Views: 23451
Re: Undead Empire - Version 1.0.2 released!
Thank you for the report. That must be a bug in the ANLEra add-on which is used here, I will upload an update when I find time. Please visit add-on server at the weekend.
- June 5th, 2023, 12:49 am
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 72
- Views: 36209
Re: A New Land Era
Trenches & Landfill work like in older versions Reworked Orcish Shamans (stronger) Reworked Dunefolk worker (is a Dunefolk tutorial) New Saurian worker unit for Drakes Drake mages need less experience to level up and are cheaper Dwarf resist nerv reverted Runesmith, Dune Captain, Troll Hero, El...
- May 2nd, 2023, 4:36 pm
- Forum: WML Workshop
- Topic: Ability giving abilities
- Replies: 2
- Views: 319
Re: Ability giving abilities
It could be done the same way like it is done with this ability: WML_Abilities#Blitz
- March 4th, 2023, 10:43 am
- Forum: Ideas
- Topic: Saisons effects on maps
- Replies: 35
- Views: 2046
Re: Saisons effects on maps
Season Changer Mod comes to mind: r.wesnoth.org/t51067 Mainline MP map Dark Forecast also has something similar. However, they change the terrain during one turn instead of slowly.
HttT S12 Northern Winter has snowfall.
HttT S12 Northern Winter has snowfall.
- March 3rd, 2023, 11:53 pm
- Forum: Multiplayer Development
- Topic: Arena Maps
- Replies: 5
- Views: 931
Re: Arena Maps
Needed to create the thread first, to link to it in the add-on description. Moved the thread now to MP forum 
It's on 1.14, 1.16 and 1.17.

It's on 1.14, 1.16 and 1.17.
- March 3rd, 2023, 11:44 pm
- Forum: Multiplayer Development
- Topic: Arena Maps
- Replies: 5
- Views: 931
Arena Maps
Two maps ported from older servers! Quick fights in a battle arena where one can recruit onto almost every field. Small maps with low starting gold, games don’t take long. You might trap another, but as there are many players, you might expose yourself. At the same time, you also want to avoid one p...
- February 21st, 2023, 10:25 pm
- Forum: Coder’s Corner
- Topic: movement cost and ai for a specific unit
- Replies: 4
- Views: 2368
Re: movement cost and ai for a specific unit
No, micro AIs are something different. To do what you mean one would instead add a [micro_ai] which controls all units of the side. The wiki article is quite long, but they can be straightforward. Here is an example: [event] name=start [micro_ai] # mandatory micro_ai stuff side=2 ai_type=lurkers act...
- February 20th, 2023, 8:51 pm
- Forum: Coder’s Corner
- Topic: movement cost and ai for a specific unit
- Replies: 4
- Views: 2368
Re: movement cost and ai for a specific unit
First,… That is impossible. You can only set movement for terrain types, not for terrain ids. However, you can tell the ai to avoid certain hexes. One way is to set parameters for the [ai] of one side – all units from that side will be affected by this. [side] … [ai] # The AI will not even move ove...
- February 18th, 2023, 9:18 am
- Forum: Art Workshop
- Topic: Looking for lvl0 dune worker
- Replies: 9
- Views: 2852
Re: Looking for lvl0 dune worker
How did I forget about this unit when I added Dunefolk. Will add it! It even has animations 

- February 17th, 2023, 11:19 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8060
- Views: 1940704
Re: Legend of the Invincibles
Interesting, I didn't know there was a Colosseum variant. There is some problem in colosseum scenario. Either you don't have Colosseum addon installed (LotI Colosseum demanded usual Colosseum installed to work properly), or Colosseum has changed ... Although it's 1.14 version, I doubt there are many...