Search found 314 matches

by vghetto
Yesterday, 9:21 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 194
Views: 27898

Re: WF - Wild Frontiers [SP Campaign]

is there a wiki or something i could use to find out what exactly my buildings do? maybe i can open advisor dialogue in the editor to read again what i've already seen? i'd like to know things like: what's the purpose of a road, what's the purpose of a stone wall, when will windmill finally spawn a...
by vghetto
Yesterday, 8:57 am
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11293

Re: Den of Thieves 2.0 (tactical stealth mod)

Thanks for the bug report, dwarftough. The bug also affects the MP version. The role of the escort is "hunter", the filter is looking for role=escort. Maybe it should filtering on ability instead. I'll wait for Bob's input before trying to fix this in the SP version. Edit: comma separating...
by vghetto
Yesterday, 5:44 am
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11293

Re: Den of Thieves 2.0 (tactical stealth mod)

Sorry for confusing everybody. I updated the fork's server.pbl description to explain that it's a fork and that a multiplayer version exists.
I also disabled the 2p/3p selection for those that might start the SP version from the multiplayer screen.
by vghetto
January 23rd, 2021, 3:35 pm
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11293

Re: Den of Thieves 2.0 (tactical stealth mod)

Deleted my old save from v1 (I'd bungled it anyways) and started anew with 2.0. Some feedback. I discovered the SP version this time around but when I start it it gives me this mysterious choice of 2p or 3p. No explanation given. Since I had no clue I chose the pre highlit 3p. Not sure what this wa...
by vghetto
January 23rd, 2021, 1:31 pm
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11293

Re: Den of Thieves 2.0 (tactical stealth mod)

To make this more clear. DOT_STORE_UNIT is looking for ability=assassin. If the recalled unit doesn't have that ability, store_unit variable will be empty. Then the macro will try to [unstore_unit] that variable with the data status.started_hidden, which is a malformed [unit] definition and hence th...
by vghetto
January 23rd, 2021, 9:49 am
Forum: Scenario & Campaign Development
Topic: The Pool of Ek [SP Campaign] v1.15
Replies: 14
Views: 1058

Re: The Pool of Ek [SP Campaign] v1.15

Not sure if this is something that mainline developers are interested in looking at and addressing. The attached Konrad2 Lord-Knightmare scenario 5 replay aborts wesnoth 1.15.9 with the following message: wesnoth-1.15: /home/amnesia/src/wesnoth/build/wesnoth/src/replay.cpp:586: config &replay::a...
by vghetto
January 23rd, 2021, 7:01 am
Forum: WML Workshop
Topic: Help filtering menu item based on sides unit & location
Replies: 6
Views: 596

Re: Help filtering menu item based on sides unit & location

Not sure what you need the side thing for. Try the following and see if it's what you want: [set_menu_item] id=test description= _ "testing" [show_if] [have_unit] # if there is a unit x,y=$x1,$y1 #side=1 # Set the side explicitly, or leave out if it applies to all sides. #side=$side_number...
by vghetto
January 22nd, 2021, 6:07 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.9
Replies: 4
Views: 1456

Re: Wesnoth 1.15.9

Traits are broken in this version when using this definition :( The unit won't get the quick/strong .... traits. only the loyal [unit] id=loyal_bowman passable=yes placement=leader random_traits=no side=1 type=Bowman {IS_LOYAL} [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [un...
by vghetto
January 21st, 2021, 5:22 pm
Forum: WML Workshop
Topic: WFL and damage special
Replies: 12
Views: 1480

Re: WFL and damage special

This seems to work in 1.15.9+ Use defender , the wfl variable other will point at self in this context. [effect] apply_to=attack [set_specials] mode=append [chance_to_hit] id=magnetic value=100 apply_to=self cumulative=no [/chance_to_hit] [damage] id=truestrike name= _ "truestrike" descrip...
by vghetto
January 21st, 2021, 2:25 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 194
Views: 27898

Re: WF - Wild Frontiers [SP Campaign]

yes yes i know im probably making it unbalanced as hell with mods...(Reign of the lords advancemnts AND Advanced wesnoth wars) Interesting looking screenshot, I don't recognize some of the units there. Ok, so my town is ready to conquer a kingdom. Can I suggest to add some kind of special missions ...
by vghetto
January 18th, 2021, 9:21 pm
Forum: WML Workshop
Topic: random_placement num_items WFL
Replies: 2
Views: 560

Re: random_placement num_items WFL

It looks like there's a bug with the way the engine detects that you're using the deprecated form of num_items . Your first version is correct. We'll fix the bug, but in the meantime you can silence the deprecation warning by putting a space between the quote and parentheses, like so: num_items=&qu...
by vghetto
January 18th, 2021, 8:57 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.9
Replies: 4
Views: 1456

Re: Wesnoth 1.15.9

This version broke lua map generation in my mods Wild Frontiers and Quickie Fight. To test this, download Quickie Fight, edit scenario/prestart.cfg and uncomment the line {VARIABLE qf_maps QF_Cave} Start the campaign in 1.14 and 1.15.8 Then start it in 1.15.9 to see the difference. Edit: Ok, narrowe...
by vghetto
January 13th, 2021, 6:04 am
Forum: WML Workshop
Topic: reference of last unit created
Replies: 2
Views: 409

Re: reference of last unit created

I thought I'd share how I resolved this problem for my use case. I didn't try Ravana's method, but I think that it would work too. Thank you for the suggestion. Obviously when I asked this I thought role= and to_variable= were the only outs at the time. I was either unaware or completely forgot abou...
by vghetto
January 12th, 2021, 8:13 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 194
Views: 27898

Re: WF - Wild Frontiers [SP Campaign]

Negative trees/hills values reset to zero at the end of winter. Same thing happens for positive values if you have the treaties bonus.

Sacrificing push them back to -40 -30 -20.
by vghetto
January 11th, 2021, 10:43 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 194
Views: 27898

Re: WF - Wild Frontiers [SP Campaign]

I'm giving the elves and the dwarves keeps to recruit from. 1 in 3 they'll spawn as blob as usual. Advantage of the keep is no recruitable grypon or bersekers. Those would spawn in blob mode only. Disadvantage, the gold for recruiting is dependent on the number of farms/yields instead of trees/hills...