Search found 1144 matches

by Lord-Knightmare
January 17th, 2019, 10:35 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 2764

Re: Rotate Area WML not working on 1.14.x

Furthermore it seems like tagnames do no longer allow underscrores as first caracter (__RA_stored_units in your lua code)
So, I edit all of those variable names with underscores into something else?
Screenshot 2019-01-18 at 04.34.12.png
Screenshot 2019-01-18 at 04.33.39.png
by Lord-Knightmare
January 17th, 2019, 9:59 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 2764

Re: Rotate Area WML not working on 1.14.x

1.14.5

Edit: Not possible to generate save files anymore. Keeps spamming that error message.
by Lord-Knightmare
January 17th, 2019, 9:45 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 2764

Re: Rotate Area WML not working on 1.14.x

> move_units=true Better to write "yes", then Lua receives it as boolean instead of string. I think 1.8 is last wesnoth version where using true/false in WML was supported. I did this rectification in the code and this was the result: Screenshot 2019-01-18 at 03.43.26.png Am I missing some other co...
by Lord-Knightmare
January 17th, 2019, 8:16 am
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 2764

Re: Rotate Area WML not working on 1.14.x

[scenario][lua] is not documented at least. Normally you would include it in preload.
Can you please elaborate on this? Perhaps with an example code segment of sorts? Is there a [preload][/preload] WML tag that I am not aware of?
by Lord-Knightmare
January 16th, 2019, 11:51 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 2764

Rotate Area WML not working on 1.14.x

This has been bugging me since I was working on HoI1 back when Wesnoth 1.12 was the latest (stable) release. I was fascinated by the Rotating Area LUA introduced in The Devil's Flute and wanted to include it in my campaign but it doesn't work as intended in Wesnoth 1.14.x Results of applying the mac...
by Lord-Knightmare
December 11th, 2018, 8:25 am
Forum: Scenario & Campaign Development
Topic: Wings of Victory 1.0.4 (Drake Campaign for BfW 1.14/1.15)
Replies: 89
Views: 11578

Re: Wings of Victory 0.8.2 (Drake Campaign for BfW 1.14)

Firstly, I am happy that you guys FINALLY decided to bring this campaign back from the grave. Secondly, my review: I loved most of the scenarios overall and was impressed on how the remaining plot-holes were filled, compared to the original release. However, the scenarios lacked objective-variety......
by Lord-Knightmare
November 21st, 2018, 9:26 am
Forum: Users’ Forum
Topic: Potentially stolen artwork from Battle for Wesnoth in steam game
Replies: 13
Views: 11310

Re: Potentially stolen artwork from Battle for Wesnoth in steam game

The terrain on Grand Strategy looks like a clear copy-paste from Wesnoth 1.4.6
by Lord-Knightmare
October 29th, 2018, 3:50 pm
Forum: Multiplayer Development
Topic: XP Bank (MP/SP modification for 1.12/1.13)
Replies: 31
Views: 12741

Re: XP Bank (MP/SP modification for 1.12/1.13)

ForestDragon wrote:
October 28th, 2018, 6:05 pm
Lord-Knightmare wrote:
October 28th, 2018, 4:30 pm
Your add-on's "Deposit from this unit" option in the pop-up menu doesn't work at all.
Really? does this occur on the 1.12 or 1.14 version of the add-on?
I play on the 1.14 branch...was trying HttT on hard and decided to use your Mod...
by Lord-Knightmare
October 28th, 2018, 4:30 pm
Forum: Multiplayer Development
Topic: XP Bank (MP/SP modification for 1.12/1.13)
Replies: 31
Views: 12741

Re: XP Bank (MP/SP modification for 1.12/1.13)

Your add-on's "Deposit from this unit" option in the pop-up menu doesn't work at all.
by Lord-Knightmare
October 24th, 2018, 5:59 pm
Forum: Art Contributions
Topic: Loyalist Units
Replies: 23
Views: 5955

Re: Loyalist Units

I must say...that new Sergeant line finally fixes the "tiny legs" thing that I secretly cringed about when I used to roll Loyalists in every local game...Keep up the good work!
by Lord-Knightmare
October 5th, 2018, 9:48 pm
Forum: Scenario & Campaign Development
Topic: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later
Replies: 8
Views: 2488

Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

I know that the scenario is supposed to be hard, but I don't believe the hardest difficulty is even feasible, given the turn limit. I tested it by using the FORCE_CHANCE_TO_HIT macro to make all my side's attacks connect and all my enemies' miss, but it still took me 35 turns (out of 40) to finish....
by Lord-Knightmare
September 23rd, 2018, 10:39 am
Forum: Off-Topic
Topic: Movies discussion
Replies: 491
Views: 89451

Re: Movies discussion

Hello, everyone!
Is the The Nun worth the watch? My classmates at uni say that it is average but I want a more wider response.
So, buy a ticket to see or wait for the 720p stream link to be available (2-3 months from now)?
by Lord-Knightmare
September 22nd, 2018, 12:21 am
Forum: Scenario & Campaign Development
Topic: Great Legend Era Campaigns
Replies: 89
Views: 25312

Re: Great Legend Era Campaigns

Hi, I am not quite sure if this string is still active. However I have a question about your campaign The Invincible Wall. I played it before and honestly I loved it so much I haven't wanted to play another. But I had to factory reset my computer due to outside complications and wasn't able to find...
by Lord-Knightmare
July 12th, 2018, 8:04 am
Forum: Scenario & Campaign Development
Topic: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later
Replies: 8
Views: 2488

Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Why do you need to kill the bat leader to win the scenario? It's one of: The Bat leader really early, killed either by the player or side 6. I was too lazy to implement the enemy_leaders_killed_counter variable. Just killing the Lich-commander and the Elven Forefather leader seemed too easy.