Search found 335 matches
- May 2nd, 2023, 4:36 pm
- Forum: WML Workshop
- Topic: Ability giving abilities
- Replies: 2
- Views: 214
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: 1668
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: 686
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: 686
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: 990
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: 990
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: 2281
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: 7968
- Views: 1876935
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...
- February 17th, 2023, 7:08 am
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 71
- Views: 31777
Re: A New Land Era
Thanks. I don't have a concept to use the Devotee. But the Young one is a good addition to the drake faction, they have now two workers … might help to differentiate them from other factions.
- January 3rd, 2023, 5:35 pm
- Forum: Faction & Era Development
- Topic: The Reign of the Lords
- Replies: 467
- Views: 162585
Re: The Reign of the Lords
This add-on would profit a lot from switching to [modify_unit_type]. The [modification] will be compatible with more add-ons. If I may ask, what exactly would you recommend that would allow it to be more compatible? Currently, the REPLACEMENT_EVENTS macro modifies the advances_to value of many unit...
- November 7th, 2022, 2:57 pm
- Forum: Users’ Forum
- Topic: Best faction mods?
- Replies: 3
- Views: 1212
Re: Best faction mods?
Bad Moon Rising is another era with very good graphics, from Doofus.
The version in Ageless Era is graphic wise outdated, play with the Bad Moon Rising era.
There are also several campaigns for SP.
The version in Ageless Era is graphic wise outdated, play with the Bad Moon Rising era.
There are also several campaigns for SP.
- October 7th, 2022, 5:16 pm
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 71
- Views: 31777
Released A New Land Era 3.0
The faction in the era was changed to match the old Look and Feel of Undead Empire. Many smaller changes (full changelog is in _main.cfg). If you have replays with this version where you fight the bosses, post them! Also, one can also play other factions, when launching Wesnoth with the -d option o...
- August 27th, 2022, 5:00 pm
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 71
- Views: 31777
Re: A New Land Era
I'm working on this again, all the things mentioned will be changed in the next version.
About the hotkeys I'm not sure: What would be good hotkeys?
About the hotkeys I'm not sure: What would be good hotkeys?
- July 29th, 2022, 8:37 pm
- Forum: WML Workshop
- Topic: add-on dependencies
- Replies: 4
- Views: 340
- July 26th, 2022, 5:40 pm
- Forum: Faction & Era Development
- Topic: The Reign of the Lords
- Replies: 467
- Views: 162585
Re: The Reign of the Lords
This add-on would profit a lot from switching to [modify_unit_type]. The [modification] will be compatible with more add-ons.