Search found 441 matches

by Tad_Carlucci
Yesterday, 3:29 pm
Forum: Ideas
Topic: Unit Names
Replies: 11
Views: 1256

Re: Unit Names

@Pagawan "We're not going to be renaming ..." should not be taken as a hard and fast prohibition but an example of the resistance. We just went through a major renaming for the Dunefolk. It took a long time for it to come about and we're still dealing with the aftermath. There might be cases where c...
by Tad_Carlucci
Yesterday, 3:18 pm
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 20
Views: 1206

Re: Removing mainline campaign(s)

My feelings closely mirror those of nemaara, although I didn't go into near the length to explain them. I would add one more point: 4. Mainline should be considered an example of "how to do it" when it comes to writing your own UMC. No matter how well written the documentation is, the best example i...
by Tad_Carlucci
November 16th, 2019, 5:42 pm
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 20
Views: 1206

Re: Removing mainline campaign(s)

On point 3: I don't see a problem with tutorials on specific approaches or strategies. In fact, these could be quite handy. But they need to be clearly marked as such, and either require or strongly recommend prior completion of more basic tuturials. I suppose if pressed to make a choice, I'd lean t...
by Tad_Carlucci
November 14th, 2019, 2:10 pm
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 518

Re: Location-Based Recruit Lists?

If you have to go to so much work you have to ask: is it really necessary? And: can I get a similar effect with a totally different approach? While it's possible you've identified a new use case, and could possibly even justify changing the engine to support it, I sort of suspect a small adjustment ...
by Tad_Carlucci
November 14th, 2019, 7:31 am
Forum: Ideas
Topic: Campaign dialog log
Replies: 16
Views: 3908

Re: Campaign dialog log

This sounds like such a good idea, I vote for it being a primary goal for 1.16 or 1.17
by Tad_Carlucci
November 14th, 2019, 7:29 am
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 518

Re: Location-Based Recruit Lists?

What he means is you would need to not only detect the tile with a mouseover event but you would need to detect if it is occupied and, if so, know the search pattern for nearby tiles, looking for an un-occupied tile, to determine the position where the new unit will appear.
by Tad_Carlucci
November 11th, 2019, 1:48 pm
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 20
Views: 1206

Re: Removing mainline campaign(s)

The discussion should occur on two levels. First: the story arc. To me, there is a jump which makes me wonder if there were not at least two camps. Those who wanted to follow the classic swords and sorcery hero's journey and those who wanted a post-apocaliptic survival story. To me, there is no warn...
by Tad_Carlucci
November 10th, 2019, 7:53 pm
Forum: Ideas
Topic: [difficulty] : add params for image + var
Replies: 10
Views: 464

Re: [difficulty] : add params for image + var

> I know! I tend to even use "index" instead of "i" in loops, because it's much clearer. I think the name "index" is better than "i". In an array of weapons, the index would be better named "weapon_index" so you're not confused about which "index" this is, if you also have an array of armor (hence ...
by Tad_Carlucci
November 9th, 2019, 4:33 pm
Forum: Coder’s Corner
Topic: 3 directories of core Wesnoth game data
Replies: 5
Views: 270

Re: 3 directories of core Wesnoth game data

For me, that third directory would be here I originally downloaded and built the executable.
by Tad_Carlucci
November 6th, 2019, 4:13 pm
Forum: Lua Labs
Topic: Communication with python
Replies: 3
Views: 159

Re: Communication with python

Use Lua instead.

If you find it is possible to communicate with Pyhton, let us know. We'll probably want to close it down.
by Tad_Carlucci
November 6th, 2019, 4:07 pm
Forum: Lua Labs
Topic: questions about Wesnoth-Lua
Replies: 4
Views: 152

Re: questions about Wesnoth-Lua

/s

"cfg" is named that to reduce the amount of work on the keypunch department, and ensure we stay within the 72-column limit for punchcards, to allow us to re-colate them should we drop the card tray.
by Tad_Carlucci
November 5th, 2019, 4:09 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 19
Views: 734

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I've always had a problem with the idea that adjusting your starting gold (or carry-over from the previous scene), was the primary tool to "balance" a scene. I just can't think of an alternative which can be broadly applied. That is, until these buff-points came along. They should provide another to...
by Tad_Carlucci
November 4th, 2019, 1:51 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 19
Views: 734

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

To prevent hoarding from early scenes when you know you're gonna get a really nice new member in a couple more, or that the only viable unit to spend them on is going to leave you in a few.
by Tad_Carlucci
November 3rd, 2019, 4:41 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 19
Views: 734

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

Another thing I was thinking of was a FIFO buffer for points. Prior to the UI to spend points, this scene has a limit (default 3 or so) scenes back from which it will accept points. Older points are permanently removed. Points expended from the UI are removed from the oldest slot first. This needs s...