Search found 75 matches

by vghetto
Yesterday, 3:07 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 14
Views: 1031

Re: WF - Wild Frontiers [SP Campaign]

Wow these are amazing ideas, I love them. Keep them coming. I will respond to each one of you in an another post but for now I want to lay out what I am working on that keeps me busy for the time being. 1- Allow Peasant Workers to plant trees. 2- A singular Windmill structure as a rendez vous for th...
by vghetto
February 18th, 2020, 7:06 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 14
Views: 1031

Re: WF - Wild Frontiers [SP Campaign]

Good ideas, I like them. I will be increasing the number of groups in the future, I just need some time to playtest it first. I see many would like to have expeditions or side quests, it will be time consuming but i'll see how to fit it in. As for the elves, their numbers depend on how many trees yo...
by vghetto
February 17th, 2020, 5:04 am
Forum: WML Workshop
Topic: Animation of storm
Replies: 6
Views: 888

Re: Animation of storm

The issue you are referring to exists only in wesnoth 1.15.2+dev, so for most users here, this is no reason to panic :lol: I'm not sure how you concluded that this exists only in 1.15.2+dev? I used 1.14.9 and it happened with that. Yes, the addition of the x,y will not remove all other images, but ...
by vghetto
February 16th, 2020, 10:07 pm
Forum: WML Workshop
Topic: Animation of storm
Replies: 6
Views: 888

Re: Animation of storm

Hi there! I assume you want to include your lightning as a part of some (start/moveto/???) event. In that case, you can easily animate a lightning by including this macro into your scenario file: #define LIGHTNING_HITS_HEX X Y [set_variable] name=random_lightning rand="1,2,3" [/set_variable] [sound...
by vghetto
February 16th, 2020, 9:57 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 14
Views: 1031

Re: WF - Wild Frontiers [SP Campaign]

Oh, about the keeps, I don't think the Saurians keep is destructible. So an additional keep in the west is almost always guaranteed. It was good I think. But if changes throughout seasons, I suggest putting income and upkeep in all seasons objectives, as sidenote. It states that in the objectives no...
by vghetto
February 15th, 2020, 6:53 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 14
Views: 1031

Re: WF - Wild Frontiers [SP Campaign]

Thank you for this great feedback. version 1.0.26. playing on Wesnoth 1.14.5 on Debian, difficulty medium/trailblaiser I finished it right now, and: Did you keep going after reaching the 2000 gold? Did you feel the 2000 gold goal as reasonable, too low or too high of a bar? What did you think of the...
by vghetto
February 13th, 2020, 7:52 pm
Forum: WML Workshop
Topic: Exp carryover for units of different sides.
Replies: 5
Views: 161

Re: Exp carryover for units of different sides.

Check out the code for Wild Frontiers it stores the map, gold, villages and units for all sides and restores them all on the next scenario.
look for STORE_MAP_AND_UNITS and RESTORE_MAP_AND_UNITS

https://github.com/virtualghetto/Wild_F ... macros.cfg
by vghetto
February 7th, 2020, 9:27 am
Forum: WML Workshop
Topic: duplicate ai goals
Replies: 3
Views: 150

Re: duplicate ai goals

I noticed that the goals get duplicated if they were defined inside the [side] tags. They won't get duplicated if defined via [modify_ai]
by vghetto
February 4th, 2020, 5:57 am
Forum: WML Workshop
Topic: duplicate ai goals
Replies: 3
Views: 150

Re: duplicate ai goals

I was working on my code and a modify_ai call straightened it out and removed the duplicates. This might be a bug in wesnoth. You can try to reproduce it with Heir To the Throne. Start the first scenario on the hard difficulty and check the orcs goal. This is wesnoth 1.14.9 debian sid package. httt....
by vghetto
February 4th, 2020, 2:44 am
Forum: WML Workshop
Topic: duplicate ai goals
Replies: 3
Views: 150

duplicate ai goals

Hi, If a goal is defined for a side, then it will appear twice in the debug game inspector. anyone knows why? And will this affect modify_ai action=delete goal? Edit: How do I delete a goal anyway, what is the correct path? I have [goal] name=protect_unit and the following didn't work. [modify_ai] s...
by vghetto
January 31st, 2020, 1:58 am
Forum: Scenario & Campaign Development
Topic: Defense of Elensefar - single-player scenario for 1.14
Replies: 17
Views: 1795

Re: Defense of Elensefar - single-player scenario for 1.14

Thank you for the reply. I was thinking about the lighthouse which I might be "borrowing" for Wild Frontiers if you don't mind. This is just a suggestion, instead of having to do an [avoid] so the enemy won't get stuck attacking them, why not make them switch sides to the current $side_number. I don...
by vghetto
January 30th, 2020, 3:41 pm
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 14
Views: 1031

Re: WF - Wild Frontiers [SP Campaign]

Added a drakes and dwarves summer calamity. I gave the loyalists, undead, drakes, dwarves a bit more gold. Expect them to be tougher. You can recruit Sergeants by building a second blacksmith forge, finally units that obtain AMLA become loyal. Peasant workers can now build lighthouses which comes co...
by vghetto
January 25th, 2020, 2:31 am
Forum: Technical Support
Topic: Cutscenes refresh problem
Replies: 2
Views: 266

Re: Cutscenes refresh problem

Thank you. Till 1.14.10 comes out, export SDL_RENDER_BATCHING=0 does seem to resolve it. Btw, I also had this #4196 problem as well while working on my mod VRA on version 1.14.5 but didn't think of reporting it because I thought it was my PC's problem. It happened when I went through levels quickly ...
by vghetto
January 25th, 2020, 1:41 am
Forum: Technical Support
Topic: Cutscenes refresh problem
Replies: 2
Views: 266

Cutscenes refresh problem

Today, I updated wesnoth from version 1.14.5 to 1.14.9 on debian and I'm getting this weird cutscene refresh problem. The screen turns black before they talk, then as the units move or fake move certain hexes get updates. These are screenshots from the opening scene of Delfadors Memoirs. The opening...
by vghetto
January 24th, 2020, 10:45 pm
Forum: Technical Support
Topic: tilda on main screen crash
Replies: 3
Views: 512

Re: tilda on main screen crash

I'm not able to reproduce this on the most recent version of wesnoth compiled from source from github (1.14 or 1.15), or on 1.14.9 from Steam. Can you see if the crash still happens if you use the more up to date Steam version? I'm on debian buster, and the stable version of wesnoth is 1.14.5. It h...