Search found 1330 matches

by gfgtdf
July 15th, 2020, 8:46 pm
Forum: Developers’ Discussions
Topic: [Proposal] Standard Release Schedule
Replies: 24
Views: 1455

Re: [Proposal] Standard Release Schedule

Right, but how strictly the usecase(s) behind new APIs are evaluated is distinct from how frequently there will be new 1.14 and 1.15 releases. Okay i can make new thread for it. Maye you can then move relevant post over. most features, in particular when it come to the api can be added without brea...
by gfgtdf
July 15th, 2020, 8:08 pm
Forum: Developers’ Discussions
Topic: [Proposal] Standard Release Schedule
Replies: 24
Views: 1455

Re: [Proposal] Standard Release Schedule

This issue is very much about 1.15 since it defines what api changes should put in in 1.15 for the very reason i just explained: If we can add API features in 1.16, then i'd be rather reculant to accept new apis in 1.15 if i'm unsure whether its really needed or whether there is a really good usecas...
by gfgtdf
July 15th, 2020, 3:40 pm
Forum: Developers’ Discussions
Topic: [Proposal] Standard Release Schedule
Replies: 24
Views: 1455

Re: [Proposal] Standard Release Schedule

That sounds generally more like a bad development practice, to be honest. All features added should have a definable usecase Its easy to define usecase, un not easy to decide whether it's realtistic or not (whether it will actually be used) and by itself opening up stable releases to adding API fea...
by gfgtdf
July 15th, 2020, 2:26 pm
Forum: Developers’ Discussions
Topic: [Proposal] Standard Release Schedule
Replies: 24
Views: 1455

Re: [Proposal] Standard Release Schedule

For your first point: I think there's a difference between an add-on not working with older stable branch releases because Wesnoth had a crash bug vs not working because it's now using a new API feature that was added a couple months ago. I don't realy agree here. For the players it just means it w...
by gfgtdf
July 12th, 2020, 8:19 pm
Forum: Developers’ Discussions
Topic: [Proposal] Standard Release Schedule
Replies: 24
Views: 1455

Re: [Proposal] Standard Release Schedule

I'm not sure what to think about this, from my own experience especially when i was actively writing add-ons, my main problem was that dev versions take veery long to release. So even when a new feature is added the originally author that wanted that feature probably doesn't develops wesnoth add-ons...
by gfgtdf
July 7th, 2020, 2:05 pm
Forum: WML Workshop
Topic: filter_wml vs formula
Replies: 4
Views: 374

Re: filter_wml vs formula

Also even if you wants to use hitpoints=$this_unit.max_hitpoints you should put it into filter_wml no idea why the wiki example does that. Hey thanks for the response, I'm not sure what you mean here, could you rephrase please? the wiki example does use filter_wml. Are you saying that filter_wml wa...
by gfgtdf
July 6th, 2020, 12:42 pm
Forum: WML Workshop
Topic: filter_wml vs formula
Replies: 4
Views: 374

Re: filter_wml vs formula

it's quite possible that $this_unit doesn't work in certain contsts becasue the value is evaluates before the filter is evaluates. I just really reccomand to use formula here instead. Also even if you wants to use hitpoints=$this_unit.max_hitpoints you should put it into filter_wml no idea why the w...
by gfgtdf
July 4th, 2020, 5:35 pm
Forum: WML Workshop
Topic: How to add zombie variants to recruit list
Replies: 10
Views: 554

Re: How to add zombie variants to recruit list

if you are writing a campaign i think the easiest way is to add custom unti types for each variation and just add them to the recruit list.
by gfgtdf
July 3rd, 2020, 1:33 pm
Forum: WML Workshop
Topic: Recall list deleted/not filled up bug
Replies: 4
Views: 256

Re: Recall list deleted/not filled up bug

The first thing I'd try is to get rid of the [leader] subtags, in both scenarios, for all sides. Reason why: recall lists are transferred between persistent sides, which is the default for human player sides with a proper save_id. The way you set up such a side is by defining a leader directly in t...
by gfgtdf
June 22nd, 2020, 6:05 pm
Forum: Technical Support
Topic: Lucky Chinese players
Replies: 5
Views: 489

Re: Unlucky Chinese players

If you have found a problem in the wesnoth code please report it at https://github.com/wesnoth/wesnoth/issues . If we know exactly what causes it it very likely that it will be fixed in the next wesnoth release .
by gfgtdf
June 17th, 2020, 7:41 pm
Forum: Users’ Forum
Topic: Addons & Dunefolk, a conspiracy?
Replies: 3
Views: 388

Re: Addons & Dunefolk, a conspiracy?

Most of these add-ons were simply written before the dunefolk was added to the default era.
by gfgtdf
June 15th, 2020, 8:35 pm
Forum: Multiplayer Development
Topic: Den of Thieves 1.0 (new major update)
Replies: 51
Views: 6319

Re: Den of Thieves (new MP stealth campaign system)

The OOS error related to roighcklickign shodul be fixed if both players use wesnoth version 1.14.13
by gfgtdf
June 10th, 2020, 8:47 pm
Forum: Strategies & Tips
Topic: A different way to look at the Intelligent trait (SP)
Replies: 11
Views: 2971

Re: A different way to look at the Intelligent trait (SP)

revolting_peasant wrote:
June 10th, 2020, 8:42 pm
gfgtdf wrote:
June 7th, 2020, 7:22 pm
furthermore in some amla heavy campaigns
None the mainline ones, I presume?...
yes
by gfgtdf
June 10th, 2020, 7:04 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 373
Views: 115444

Re: World Conquest II

On second thought, the downside of changing the costs would be that it would affect earlier maps most, making them harder, while it wouldn´t change so much in map 5. So, in order to be consequent, the recall costs would have to be modified too Not sure, i mean we are not only making unit more expen...
by gfgtdf
June 10th, 2020, 6:51 pm
Forum: Multiplayer Development
Topic: Den of Thieves 1.0 (new major update)
Replies: 51
Views: 6319

Re: Den of Thieves (new MP stealth campaign system)

Thanks for looking at this, gfgtdf. I suppose I can live it how it works at the moment. In a 2p game it asks you to assign side 3 at the first scenario transition. If you assign it to an active player it stops asking on subsequent transitions (although that means chat comes out green instead of red...