Search found 219 matches
- December 21st, 2016, 12:31 am
- Forum: Art Workshop
- Topic: Lovecraft's Deep Ones (New here)
- Replies: 112
- Views: 26790
Deepones Era is broken on GNU-Linux
Macro/file '~add-ons/Deepones_Era/utils/Deepones_side_Default.cfg' is missing at ~add-ons/Deepones_Era/utils/Deepones_Era.cfg:7 included from ~add-ons/Deepones_Era/_main.cfg:7 the filename is: Deepones_side_default.cfg There could be other differences with letter case which would not be noticed und...
- December 9th, 2016, 12:09 am
- Forum: Multiplayer Development
- Topic: [MAPS] CnF Arena & Skirmish
- Replies: 4
- Views: 2365
Re: [MAPS] CnF Arena
For the time being, I keep it up–to–date on the Wesnoth_1-12 add-ons.wesnoth.org server.
I.e., http://files.wesnoth.org/addons/1.12/CnF_arena.tar.bz2
I.e., http://files.wesnoth.org/addons/1.12/CnF_arena.tar.bz2
- December 8th, 2016, 11:39 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 64
- Views: 34861
Color Mod icon, another version
I toyed with something like that, but my arrangements looked much sillier — like a troop of psychedelic pachyderms. I don't know why i didn't consider something like yours. Anyway, here's an alternate which i later devised with the long flag. You might be interested in keeping a copy of it for furth...
- December 4th, 2016, 6:18 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 64
- Views: 34861
Color Modification
Heigh-llo, Can-ned the Food here. A more descriptive name would help. 24c24 < name=_"Color Mod" --- > name=_"Color Changer" 24c24 < name=_"Color Mod" --- > name=_"Recolor Mod" 24c24 < name=_"Color Mod" --- > name=_"Change of Colors" None of...
- December 3rd, 2016, 5:03 am
- Forum: WML Workshop
- Topic: Troubles with [side]color=
- Replies: 1
- Views: 787
Troubles with [side]color=
I am attempting to use one of the “core” colors — e.g. brightgreen . The color is shown to be ‘Red’ when I am gathering the game — not a problem there, I'm simply providing information. When I begin the game, the flags on that Side's villages are all colored black — so, I don't see a red flag and I ...
- November 30th, 2016, 10:36 pm
- Forum: Ideas
- Topic: Can-ned Food's absurd ramblings
- Replies: 2
- Views: 1915
Can-ned Food's absurd ramblings
I'll be posting ideas of mine which I have little or no interest in pursuing. Maybe some day, but that depends on whether this I favor this old Wesnoth to the new engine. Or something else entirely. Question 1: Why doesn't the preprocessor perform Macro–file substitution in the symbol of a Macro def...
- November 25th, 2016, 4:33 pm
- Forum: WML Workshop
- Topic: Workarounds for lack of submenus in the cursor menu
- Replies: 1
- Views: 820
Workarounds for lack of submenus in the cursor menu
Now, understand that Wesnoth doesn't do “proper” submenus. It simply quits the parent menu and presents the user with a new one. That being said, having customizable pseudo submenus for the cursor menu (a.k.a. the context or right-click menu) would be useful simply so as to keep the menu tidy, regar...
- November 20th, 2016, 1:32 am
- Forum: Ideas
- Topic: Large scale battle -> platoons!
- Replies: 16
- Views: 6544
Re: Large scale battle -> platoons! : imagery
Someone could write a Yertle–stacking MP campaign for Wesnoth. Like a hybrid of Jenga and those mecha warrior toys from the '90s — the ones with the pressure pads that made their limbs fall off. On a more serious note, you could simply bypass the problem by preferring to add an emblem in one of the ...
- November 9th, 2016, 2:15 am
- Forum: Ideas
- Topic: Large scale battle -> platoons!
- Replies: 16
- Views: 6544
Re: Large scale battle -> platoons!
To be honest, when I first tried Wesnoth a year ago I thought that everybody was a simplified platoon.
You could easily script a Merge action in WML or Lua. You'd need to define
You could easily script a Merge action in WML or Lua. You'd need to define
unit_type
s for every iteration up to the max.- November 7th, 2016, 10:40 pm
- Forum: Scenario & Campaign Development
- Topic: The Black Cross of Aleron (formerly Besieged Druids)
- Replies: 274
- Views: 75132
Re: Besieged Druids campaign
Here you go. Like I said, mostly this is almost piddly stuff. I have a few other, more elaborate comments, but they might seem meddlesome. _main.cfg 20c20 < description= _ "The druid citadel where elf maidens are trained in their art comes under siege. Who is the perpetrator? In your quest you ...
- November 7th, 2016, 10:25 pm
- Forum: Multiplayer Development
- Topic: [MOD] Village Conquest collection
- Replies: 4
- Views: 2318
Re: [MOD] Village Conquest collection
Yes, if a scenario wasn't designed so as to accomodate No Zeros then you'd have a difficult time of it. I figure that skirmish scenarios would have the expectation that you'd be playing with lvl 2 Leaders who could recruit mostly lvl 1 troops. As for the Default Era, the No Zeros mod does slightly c...
Re: Skyships
You are proberbly aware, that you are asking along the line: How does magic work? indeed, I think what distinguish good fantasy from nonsense is that magic should respond to some logic, which the reader (or player, for a game) can understand to avoid too many deus ex-machina situations. What makes ...
- November 3rd, 2016, 6:10 am
- Forum: Ideas
- Topic: [Mainline] Deep Dwarfs
- Replies: 43
- Views: 10077
A few insipid comments…
It would also make sense for them to tame underground beasts like giant spiders, worms, centipedes, olms etc. Deep Dwarven Spider Riders sound good as a scout. “Spider Riders, muster!” I'd be a Spider Rider. “What all do you do?” they'd ask me. “Well, I'm a Deep Dwarven Spider Rider, for one.” I'd ...
- November 3rd, 2016, 5:36 am
- Forum: Ideas
- Topic: Add search function for the campaign menu
- Replies: 3
- Views: 1731
Re: Add search function for the campaign menu
What it could use is an internal manager that doesn't load assets from those Campaign add-ons until you attempt to load one of its savegames or replays. Or, you tell it to do so.
It would be nice if more add-on authors had a more modular and librarial (liberal?) approach to their work.
It would be nice if more add-on authors had a more modular and librarial (liberal?) approach to their work.
- November 3rd, 2016, 4:56 am
- Forum: Multiplayer Development
- Topic: [MOD] Village Conquest collection
- Replies: 4
- Views: 2318
[MOD] Village Conquest collection
This topic is for the discussion of my collected custom events and MP modifications which focus around Village capture and ownership. It is available on the 1.12 Add–on server. At time of writing, I have released “No Zeros”, which makes lvl 0 troops unable to capture Villages, “Volume Counts”, which...