Search found 326 matches
- January 3rd, 2023, 5:35 pm
- Forum: Faction & Era Development
- Topic: The Reign of the Lords
- Replies: 450
- Views: 158766
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: 839
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The version in Ageless Era is graphic wise outdated, play with the Bad Moon Rising era.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The version in Ageless Era is graphic wise outdated, play with the Bad Moon Rising era.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: 69
- Views: 30234
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: 69
- Views: 30234
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: 328
- July 26th, 2022, 5:40 pm
- Forum: Faction & Era Development
- Topic: The Reign of the Lords
- Replies: 450
- Views: 158766
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.
- July 7th, 2022, 2:22 pm
- Forum: WML Workshop
- Topic: two campaigns in one
- Replies: 7
- Views: 693
Re: two campaigns in one
I think you can use for define=… in both [campaign] tags the same value. A few nitpicks: - Use [units] instead of [ + units]. The latter is an old workaround. - Binary files, that are images, sounds, music, are found by [binary_path] . No need for {~add-ons/A_Hidden_War/music} . - {~add-ons/A_Hidden...
- November 22nd, 2021, 1:36 pm
- Forum: Users’ Forum
- Topic: Is there any way to increase the display resolution of the avatar picture?
- Replies: 6
- Views: 615
Re: Is there any way to increase the display resolution of the avatar picture?
That code is for 1.12, where the size was 205x205. It was a useful piece of code back then. If you use it nowadays, the picture will be upscaled again (after having being downscaled to 205x205). As for today: Picture in the help tries to be 400px for width or height . It scales the picture according...
- October 26th, 2021, 8:41 pm
- Forum: WML Workshop
- Topic: Compatibility-breaking changes between 1.14 and 1.15/1.16
- Replies: 23
- Views: 4285
Re: Compatibility-breaking changes between 1.14 and 1.15/1.16
Edit: I think I somehow got confused about the purpose of this thread, sorry. I don't think so. The purpose of this thread is to be a porting guide, not only about breaking changes (=minimum to change guide). At least that is was I had in mind when I wrote it. Updated the post about the new macros ...
- December 27th, 2020, 11:39 pm
- Forum: Users’ Forum
- Topic: How is the in-game editor used?
- Replies: 40
- Views: 6050
Re: How is the in-game editor used?
# This file was generated using the scenario editor. # # If you edit this file by hand, then you shouldn't use the # scenario editor on it afterwards. The editor completely # rewrites the file when it saves it, which will lose any WML # that the editor doesn't support. There's a way around it, but ...
- December 11th, 2020, 4:27 pm
- Forum: WML Workshop
- Topic: Spreading Poison
- Replies: 24
- Views: 1575
Re: Spreading Poison
[…] I've had this thought for a while in mind … I think what is missing is a new landing page in the wiki for people who are new here, which tells where to start. Maybe you guys want to write one? You're new enough to know what is missing. What I feel what is missing: - telling people how to use th...
- December 7th, 2020, 10:12 am
- Forum: WML Workshop
- Topic: [event] name=capture,die
- Replies: 6
- Views: 455
Re: [event] name=capture,die
On the first sight's it's an easy way to write one event instead of two.
But the special part is that it will fire only once – so it offers a way for dialogues, which should fire in one of the two cases, but not twice.
But the special part is that it will fire only once – so it offers a way for dialogues, which should fire in one of the two cases, but not twice.
- December 2nd, 2020, 7:47 pm
- Forum: WML Workshop
- Topic: impassable overlay removing Plank Bridge
- Replies: 15
- Views: 858
Re: impassable overlay removing Plank Bridge
It actually is easy. For an enter hex event x2,y2 would be the adjacent hex which can be full. For a moveto event it can be farther away, but it's empty. [event] name=moveto first_time_only=no [filter] x,y=1,5 [/filter] {TELEPORT_TILE 1 5 $x2 $y2} [/event] Uses the macro from here
- December 2nd, 2020, 6:42 pm
- Forum: WML Workshop
- Topic: impassable overlay removing Plank Bridge
- Replies: 15
- Views: 858
Re: impassable overlay removing Plank Bridge
Looked into it too, but all solutions have some quirks …
Made a symbol image which you could use though.
Another option is to block the terrain by putting a petrified unit onto the hex, or teleporting units which step onto it.
Made a symbol image which you could use though.
Another option is to block the terrain by putting a petrified unit onto the hex, or teleporting units which step onto it.
- December 2nd, 2020, 10:34 am
- Forum: Faction & Era Development
- Topic: WW2 Dynamic Ostfront Era Idea
- Replies: 3
- Views: 939
Re: WW2 Dynamic Ostfront Era Idea
For realizing it: 1. Events on turns 5, 10, 15 and 20 2. There's a mod for it, https://r.wesnoth.org/t51067 3. Balancing … 4. Balancing + some event which gives extra MP. 5. AMLAs are fun and easy 6. Fuel mechanics … duh. Needs to write a Candidate Action or MicroAI in Lua, otherwise the AI will ju...