Search found 2347 matches

by beetlenaut
May 1st, 2019, 8:12 am
Forum: Ideas
Topic: [engine] Stop when attacked
Replies: 5
Views: 421

Re: [engine] Stop when attacked

Load the autosave of the turn with "Cancel orders" checked in the load dialog. That will prevent automatic movement at the beginning of the turn right after it loads.
by beetlenaut
April 28th, 2019, 6:15 am
Forum: Art Contributions
Topic: Monsters!
Replies: 129
Views: 45978

Re: Monsters!

Wow, you're working fast! I tried to see how many mainline portraits you have done so far, but your name is not in the credits file in the portraits directory. It definitely ought to be!
by beetlenaut
April 27th, 2019, 10:05 am
Forum: Art Contributions
Topic: Monsters!
Replies: 129
Views: 45978

Re: Monsters!

I would much prefer to have the last one serve as the wolf (as well as great wolf for now) and the second one as an alternate. The second is very shaggy making it look human-bred or domesticated. Of course that is not necessarily the case in the Wesnoth universe, but looking up the "wolf" unit will ...
by beetlenaut
April 20th, 2019, 5:21 am
Forum: WML Workshop
Topic: Creating a campaign
Replies: 17
Views: 3052

Re: Creating a campaign

You shouldn't be trying to load anything with the full path. One of the reasons ~add-ons exists is to avoid having to worry about this exact problem. Apparently you used it correctly in _main.cfg, so do the same thing in the scenario file as well. (It is possible to include spaces in a macro call, b...
by beetlenaut
April 17th, 2019, 9:34 pm
Forum: Art Contributions
Topic: Monsters!
Replies: 129
Views: 45978

Re: Monsters!

I have one nitpick: The skin of their noses shouldn't be creased on the top surface. what exactly do you mean by that? i could try to fix it if i knew what you mean. This: wolf.jpg The line makes the noses look a little like machinery. I don't know if you need to worry about it though. doofus did s...
by beetlenaut
April 15th, 2019, 1:34 pm
Forum: Art Contributions
Topic: Monsters!
Replies: 129
Views: 45978

Re: Monsters!

Awesome! I've wished we had a wolf portrait for a while. Three of them is even better! I have one nitpick: The skin of their noses shouldn't be creased on the top surface.
by beetlenaut
April 9th, 2019, 10:16 am
Forum: WML Workshop
Topic: Custom Unit
Replies: 17
Views: 843

Re: Custom Unit

OneDrive causes problems like this. Known Issues General bugs: OneDrive can interfere with Wesnoth’s user config/data directory set-up, leading to all kinds of different manifestations of the issue. There’s no fix available yet. The recommendation for the time being is to avoid syncing the Wesnoth u...
by beetlenaut
April 6th, 2019, 4:14 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 102
Views: 9639

Re: Dunefolk Rework - Base Units

I agree. It's clear now.
by beetlenaut
April 5th, 2019, 9:54 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 102
Views: 9639

Re: Dunefolk Rework - Base Units

I think the problem is that the bowstring cuts off the hand, making it look like the elbow. Your eye can then follow the back of the cloak down and you think you've seen the arm. (That's what I thought.) I also can't really read his hand. I think you can fix it with a slight change to the shape of t...
by beetlenaut
April 4th, 2019, 11:05 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Extra Units
Replies: 90
Views: 5997

Re: Dunefolk Rework - Extra Units

If you're still trying to figure out what to put in the naga's other hand, why not have it carry the bow?
by beetlenaut
April 3rd, 2019, 8:58 pm
Forum: Art Contributions
Topic: Loyalist Units
Replies: 23
Views: 4992

Re: Loyalist Units

the lv1 now seemingly are smaller but for some reason they still loko the same size to the pike and sword fighter for example. I don't think so at all. I think these are perfect. There is more to size than height after all--there is bulk as well. That's going up nicely. I also think we should keep ...
by beetlenaut
April 2nd, 2019, 9:47 pm
Forum: Art Contributions
Topic: Loyalist Units
Replies: 23
Views: 4992

Re: Loyalist Units

These are a great improvement, and I would love to see them in the game! I guess they should be at least partly animated first though. I do agree they should be a couple pixels shorter. Elves and orcs are explicitly said to be taller than humans, but in these sprites they are not. The longbowman and...
by beetlenaut
April 1st, 2019, 10:11 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 110
Views: 11038

Re: BfW is a game that relies on save-scumming too much

Maybe add a scene to the tutorial where we have the player do an attack, force that attack to miss 4/4, and then the narrator explains that that happens sometimes and campaigns generally don't expect you to save/load when it happens This message is a really good idea. However, I bet it's rare that ...
by beetlenaut
April 1st, 2019, 9:24 pm
Forum: WML Workshop
Topic: Stupid Questions (see last post)
Replies: 54
Views: 2722

Re: Stupid Questions (see last post)

You should try these [harm_unit] sections one at a time, testing after each one, so if something doesn't work, you know where to look. Inside each [harm_unit] tag, you should also add your [filter] and [filter_location] conditions one at a time (testing after each one) for the same reason, and add y...
by beetlenaut
March 30th, 2019, 10:53 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 102
Views: 9639

Re: Dunefolk Rework - Base Units

I like everything, but I can't read the healer's arm and recipe book. I didn't know it was a book until I read the text.