Search found 539 matches
- October 4th, 2020, 1:02 am
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 126
- Views: 25038
Re: Conquest, Conquest+, Conquest+ Space Updates
Minor update to Conquest Original Gameplay, Conquest+ and Conquest+ Space, there was a slight bug in boats, the 25 gold Warship or equivolent in Conq+ Space wasn't allowing boarding/ unboarding of units, now fixed (traits were in different modifications tags, now combined so it works...) - versions ...
- June 9th, 2020, 7:50 pm
- Forum: Multiplayer Development
- Topic: Custom music
- Replies: 1
- Views: 765
Custom music
Hi I have some custom music defined in a music folder, in my _main.cfg [binary_path] path=data/add-ons/Conquestplus_space [/binary_path] #ifdef MULTIPLAYER {~add-ons/Conquestplus_space/utils} {~add-ons/Conquestplus_space/scenarios} {~add-ons/Conquestplus_space/images} {~add-ons/Conquestplus_space/mu...
- August 31st, 2019, 4:18 pm
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 43
- Views: 11985
Re: WesCraft - new mini multiplayer mod
Wescraft 3.0 update
fixed problem where terrain engineering by worker turned vilas into the new terrain and similar potential issue for gooey blob spell.
fixed problem where terrain engineering by worker turned vilas into the new terrain and similar potential issue for gooey blob spell.
- August 31st, 2019, 1:43 pm
- Forum: WML Workshop
- Topic: excluding terrain (villages) in [terrain] when changing terrain
- Replies: 6
- Views: 767
Re: excluding terrain (villages) in [terrain] when changing terrain
Yep I do want to apply radius because it's a kind of land engineering ability to convert terrain.
- August 31st, 2019, 1:42 pm
- Forum: WML Workshop
- Topic: excluding terrain (villages) in [terrain] when changing terrain
- Replies: 6
- Views: 767
Re: excluding terrain (villages) in [terrain] when changing terrain
This does the job it looks like layer=base is needed, because presumably villages are overlays and still sit on the proper terrain, the terrain filter in [and] doesn't seem to be needed. #add terrain change code here [terrain] [and] [filter] x,y=$x1,$y1 side=$side_number role=Worker [/filter] # unus...
- August 31st, 2019, 10:18 am
- Forum: WML Workshop
- Topic: excluding terrain (villages) in [terrain] when changing terrain
- Replies: 6
- Views: 767
Re: excluding terrain (villages) in [terrain] when changing terrain
cant it just be excluded? https://wiki.wesnoth.org/StandardLocationFilter#Filtering_Terrains #add terrain change code here [terrain] [and] [filter] x,y=$x1,$y1 side=$side_number role=Worker [/filter] terrain=!,*^V* # here is the filter criterion [/and] terrain={TERRAIN_CODE} # and the new terrain ra...
- August 31st, 2019, 8:40 am
- Forum: WML Workshop
- Topic: excluding terrain (villages) in [terrain] when changing terrain
- Replies: 6
- Views: 767
excluding terrain (villages) in [terrain] when changing terrain
hi I have some WML where an 'engineer' type unit can be used to transform terrain using [terrain] e.g. to create a cobbled area, or build a bridge, i have only just noticed that this also changes villages into the desired terrain.... so I need to exclude village tiles so they remain as villages (and...
- August 30th, 2019, 11:51 pm
- Forum: Scenario & Campaign Development
- Topic: Chaoz Battle of the Wizards (new Scenario)
- Replies: 31
- Views: 6747
Re: Chaoz Battle of the Wizards (new Scenario)
Chaoz 2.4 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
- August 30th, 2019, 11:51 pm
- Forum: Scenario & Campaign Development
- Topic: Lazersquad new scenario (squad multiplayer scenario)
- Replies: 35
- Views: 9105
Re: Lazersquad new scenario (squad multiplayer scenario)
Lazersquad 2.7 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
- August 30th, 2019, 11:50 pm
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 43
- Views: 11985
Re: WesCraft - new mini multiplayer mod
Wescraft 2.8 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
- August 30th, 2019, 11:49 pm
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 126
- Views: 25038
Re: Conquest, Conquest+, Conquest+ Space Updates
Conquest+ Space 4.2 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
- August 25th, 2019, 8:41 pm
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 126
- Views: 25038
Re: Conquest, Conquest+, Conquest+ Space Updates
Conquest+ Space 4 update
Boat price fixed - sub now costs 20gp (vs 15) due to enhanced features like cloaked torpedoes.
Boat price fixed - sub now costs 20gp (vs 15) due to enhanced features like cloaked torpedoes.
- August 24th, 2019, 11:42 pm
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 126
- Views: 25038
Re: Conquest, Conquest+, Conquest+ Space Updates
Conquest+ Space 3.12 update - * Scaled some ranged projectiles which were clipping/overlapping hexes * Added clicked unit sounds like Lazersquad/Chaoz/WesCraft, so when you click a unit you get a response sound, sounds are different depending on the unit, e.g. alien sound on Zygons, mechanical sound...
- August 23rd, 2019, 10:55 pm
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 43
- Views: 11985
Re: WesCraft - new mini multiplayer mod
Minor update 2.7 where a variable name was changed to avoid conflict with a system variable.
- August 23rd, 2019, 10:55 pm
- Forum: Scenario & Campaign Development
- Topic: Lazersquad new scenario (squad multiplayer scenario)
- Replies: 35
- Views: 9105
Re: Lazersquad new scenario (squad multiplayer scenario)
Minor update 2.6 where a variable name was changed to avoid conflict with a system variable.