Search found 244 matches
- March 20th, 2006, 4:02 pm
- Forum: Technical Support
- Topic: Unit dissapears during message
- Replies: 3
- Views: 638
- March 20th, 2006, 7:13 am
- Forum: Technical Support
- Topic: Unit dissapears during message
- Replies: 3
- Views: 638
Unit dissapears during message
My problem is following: if a unit is moved with the move_unit_fake, and then the unit is made, and it says something (or somebody else), it just dissapears and only comes back after the message has been said. The code to make things clearer: [move_unit_fake] x=1,2 y=1,2 type=Any unit [/move_unit_fa...
- March 20th, 2006, 6:50 am
- Forum: Users’ Forum
- Topic: Which mode of play do you prefer?
- Replies: 8
- Views: 1356
- March 18th, 2006, 7:37 pm
- Forum: Multiplayer Development
- Topic: [update] Small 2vs2 map with operable drawbridges and sounds
- Replies: 7
- Views: 2609
- March 18th, 2006, 7:30 pm
- Forum: Ideas
- Topic: Listing campaigns according to beginning time
- Replies: 6
- Views: 708
Thanks, for all the responses. I was not sure about those [time] tags, something deep in my brains reminded me of something, but I couldn't just grab the thought... :P Eleazar, you are probably right, it would be hard to include all the data. But it would nice to have it in the wiki, as well as righ...
- March 18th, 2006, 2:24 pm
- Forum: Strategies & Tips
- Topic: Orc Strategies
- Replies: 50
- Views: 14934
- March 18th, 2006, 2:20 pm
- Forum: Ideas
- Topic: Listing campaigns according to beginning time
- Replies: 6
- Views: 708
Listing campaigns according to beginning time
My idea was: that one could list the campaigns in wesnoth (after you clicked the button saying campaigns), in the order when they occur on the time-line in Wesnoth. This would give a clearer idea of when what happened, and also people making campaigns, would know where to put there campaigns (on the...
- March 18th, 2006, 1:58 pm
- Forum: Strategies & Tips
- Topic: Orc Strategies
- Replies: 50
- Views: 14934
Can I have a go at it too? Against undead: - use your troll whelps to kill the skeletons, they have impact damage so are a real threat to them (skeletons have negative resistance against impact) - use archers (the fire arrow) against the ghosts, they are not really vunerable to anything else than fi...
- March 18th, 2006, 1:48 pm
- Forum: Multiplayer Development
- Topic: [update] Small 2vs2 map with operable drawbridges and sounds
- Replies: 7
- Views: 2609
- March 18th, 2006, 8:51 am
- Forum: Art Contributions
- Topic: The Corsairs have Returned
- Replies: 82
- Views: 17864
- March 18th, 2006, 8:42 am
- Forum: Art Contributions
- Topic: My first attempt at Art...critisism and suggestions needed
- Replies: 10
- Views: 2731
- March 17th, 2006, 8:24 am
- Forum: Scenario & Campaign Development
- Topic: Siege of Elensefar - untimely thief help?
- Replies: 4
- Views: 1270
I had the same problem, I had finished nearly everybody there, and they came just too late... :lol: Solution: Maybe make the thieves come earlier on easy and normal, since on those a experienced player gets the city quite quickly... On hard (haven't played that), I think they probably come on the ri...
- March 17th, 2006, 7:58 am
- Forum: WML Workshop
- Topic: How to give extra turns in an event
- Replies: 6
- Views: 2264
- March 16th, 2006, 6:49 pm
- Forum: Eastern Invasion
- Topic: Scenario Review - EI 10 - Xenophobia
- Replies: 30
- Views: 17374
- March 16th, 2006, 6:41 pm
- Forum: WML Workshop
- Topic: How to give extra turns in an event
- Replies: 6
- Views: 2264