Search found 52 matches

by mihoshi
March 29th, 2008, 4:07 pm
Forum: Ideas
Topic: [allow_undo]'s contents
Replies: 1
Views: 448

[allow_undo]'s contents

What about parsing contents of [allow_undo] as actions, that should be done in case of action being undone?
For example, there is event when unit get an item when step on a hex. Then actions in [allow_undo] will return that item back.
by mihoshi
March 29th, 2008, 12:13 pm
Forum: Game Development
Topic: OpenSource 3D RogueLike CellShaded SoULFU
Replies: 18
Views: 7116

Re: OpenSource 3D RogueLike CellShaded SoULFU

Could be wonderful game, unless unfinished state and [censored] license.
by mihoshi
March 29th, 2008, 11:50 am
Forum: WML Workshop
Topic: Replacing terrains
Replies: 3
Views: 644

Re: Replacing terrains

Btw, I'm using this macro that works about as [terrain] should: #define TERRAIN RULES TO [store_locations] {RULES} variable=TERRAIN_TEMP [/store_locations] {FOREACH TERRAIN_TEMP TERRAIN_TEMP_i} [terrain] x=$TERRAIN_TEMP[$TERRAIN_TEMP_i].x y=$TERRAIN_TEMP[$TERRAIN_TEMP_i].y terrain={TO} [/terrain] {N...
by mihoshi
March 29th, 2008, 11:36 am
Forum: Technical Support
Topic: share_view not working correctly when side's team is changed
Replies: 0
Views: 373

share_view not working correctly when side's team is changed

If side's team is changed by [modify_side]->team_name, it doesn't start to see unfogged near new allies with share_view=yes, but still seeing unfogged near members of old team. In other words, shared view is not updated when team changes.
by mihoshi
March 29th, 2008, 11:00 am
Forum: WML Workshop
Topic: Replacing terrains
Replies: 3
Views: 644

Re: Replacing terrains

Yes, zookeper, it seems same way for me. It seems that wiki is wrong, and [terrain] doesn't understand anything from SLF. And analysing sources shows the same. Just x and y, or range of x and y, but that's all. Btw, I found a working solution: [store_locations] terrain=C* variable=temp_castles [/sto...
by mihoshi
March 29th, 2008, 8:52 am
Forum: WML Workshop
Topic: Replacing terrains
Replies: 3
Views: 644

Replacing terrains

I need to change all terrains on map from one type of another. According to documentation, this should do it: [event] name=start [terrain] terrain=Chr [or] terrain=Ch [/or] [/terrain] [/event] But it doesn't. Tried other approaches - nothing. Why is it not working and what should I use insted?
by mihoshi
March 26th, 2008, 9:45 am
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Windows with Dev-Cpp, Code::Blocks
Replies: 183
Views: 65409

Re: How to compile Wesnoth on Windows with Dev-Cpp

The easy way. Thanks a lot, that worked fine. Btw, if someone had Dev-cpp installed before, better remove it and install new one in the same place, or install in different dir and make sure that you set right place in Environment/Dirs/User's Default Directory. Dev-cpp remember settings from previou...
by mihoshi
March 22nd, 2008, 6:41 pm
Forum: Ideas
Topic: Things we can learn from KB/HOMM
Replies: 8
Views: 958

Re: Things we can learn from KB/HOMM

It would make an interesting and unique feature for a user-made campaign/scenario/era, but it would represent more or less a ground-up overhaul for the core gameplay. And that's exactly what I'm meaning to say. I'd not like for any of that to be in mainline myself - it is good and balanced as it is...
by mihoshi
March 22nd, 2008, 6:15 pm
Forum: Ideas
Topic: Draws in Ranked Games/Tournaments/etc.
Replies: 11
Views: 1457

Re: Draws in Ranked Games/Tournaments/etc.

If you want a tie breaker, there is already a Inflicted/Taken damage statistics in 's' menu. That can be not fair for an agressive player with a lot of regeneration/healers/villages, though. But then that's more reason for him to be more agressive or more caring for his people's pain:)
by mihoshi
March 22nd, 2008, 6:06 pm
Forum: Ideas
Topic: Things we can learn from KB/HOMM
Replies: 8
Views: 958

Re: Things we can learn from KB/HOMM

Wesnoth way doesn't make sense either. Why ground units without ranged can block flying units? Why units fights like a sungle creature, but can block an arrow flight's worth of distance? And hex size is abstracted too. No reason to make it even more confusing and abstract. If I give all unit's stri...
by mihoshi
March 22nd, 2008, 5:28 pm
Forum: Ideas
Topic: Things we can learn from KB/HOMM
Replies: 8
Views: 958

Re: Things we can learn from KB/HOMM

I was not sying that HOMM way is always better. But for some scenarios it can be more preferrable, even if that's just for a sake of difference. 1 It's a FP. I always disliked HOMM for it's stacking system it did not make sense to me. 300 peasants could fit into one hex, but a spearman and a pesant ...
by mihoshi
March 22nd, 2008, 4:37 pm
Forum: Ideas
Topic: Things we can learn from KB/HOMM
Replies: 8
Views: 958

Things we can learn from KB/HOMM

Just noticed that now it's actually possible to emulate that series' gameplay by WML means. Except ranged units, may be :) Or at least steal some design ideas. 1. Unit stacks What: In HOMM a unit is officially considered a group of similar units. They have "quantity" instead of hp, and their attack ...
by mihoshi
March 20th, 2008, 8:23 am
Forum: Ideas
Topic: loyal icon
Replies: 41
Views: 6087

Re: loyal icon

So far I liked a simple "minus" icon most. It looks cool and in theme with crowns. Btw, loyal mark can be made in "stealth" way, so it will not noticed by those that doesn;t know what too look for :) For example, loyal units get a black border around movement orb. As for macros, is it possible to ma...
by mihoshi
March 19th, 2008, 8:56 am
Forum: Release Announcements, Compiling & Installation
Topic: Auto-patcher
Replies: 12
Views: 4785

Re: Auto-patcher

I'd be happy to have any patches. So far only way to upgrade to next version, AFAIK (well, not counting updating from svn and recompiling) - download a whole install. Is it really necessary to load all that music and art again each time?
by mihoshi
March 18th, 2008, 4:17 pm
Forum: Multiplayer Development
Topic: Brotherhood of Light - Multiplayer RPG Scenario
Replies: 232
Views: 53655

Re: Brotherhood of Light - Multiplayer RPG Scenario (0.4.1)

Very interesting mod. Played it solo (with three slots set to empty). Had fun. Especially with my priest arguing with himself and calling himself "brothers". Solved all quests I could find, but some parts of map still inaccessible - behind deep water or high mountains. And no hints of how to reach t...