Search found 778 matches
- November 14th, 2019, 11:01 am
- Forum: WML Workshop
- Topic: problem with filter_side
- Replies: 2
- Views: 1066
Re: problem with filter_side
Take out the
[filter_side]
tag, [store_side]
is itself a filter.- November 14th, 2019, 10:39 am
- Forum: WML Workshop
- Topic: Location-Based Recruit Lists?
- Replies: 5
- Views: 1620
Re: Location-Based Recruit Lists?
It wouldn't be a good UX, but maybe show a message, refund the gold, and kill the unit? [event] name=recruit first_time_only=no [filter] race=merman [filter_location] terrain=!,Chw,Khw,Cm*,Km*,W* [/filter_location] [/filter] [message] speaker=narrator message=_ "Merfolk can only be recruited on...
- November 12th, 2019, 10:55 am
- Forum: Technical Support
- Topic: No Mainline Campaigns
- Replies: 9
- Views: 2379
Re: No Mainline Campaigns
Official packages for 1.14 are already in later versions of Ubuntu (although not the LTS) :
1:1.14.4-1 http://packages.ubuntu.com/cosmic/wesnoth-1.14
1:1.14.5-1build1 http://packages.ubuntu.com/disco/wesnoth-1.14
1:1.14.7-1 http://packages.ubuntu.com/eoan/wesnoth-1.14
1:1.14.4-1 http://packages.ubuntu.com/cosmic/wesnoth-1.14
1:1.14.5-1build1 http://packages.ubuntu.com/disco/wesnoth-1.14
1:1.14.7-1 http://packages.ubuntu.com/eoan/wesnoth-1.14
- November 11th, 2019, 1:03 pm
- Forum: Developers’ Discussions
- Topic: Removing mainline campaign(s)
- Replies: 74
- Views: 128527
Re: Removing mainline campaign(s)
I think TSG's campaign description should drop the bit about being for new players, as the recommendation is to play the tutorial and AToTB before TSG. I'd like to keep AOI. Agreed that it has almost no story and no additions to lore, and that's bad. However, for a rookie campaign, I'd say the scena...
- November 10th, 2019, 7:11 pm
- Forum: Ideas
- Topic: more difficulty levels and max gold limit
- Replies: 27
- Views: 7653
Re: more difficulty levels and max gold limit
So I guess the easiest difficulty could be a story walk-through with warnings that it’s much easier than how it should be ? That could be done as a mod that would work with almost any campaign. Right-click on a keep to spawn Armageddon Drakes on all vacant castle hexes, or something similar that le...
- November 10th, 2019, 11:13 am
- Forum: Coder’s Corner
- Topic: 3 directories of core Wesnoth game data
- Replies: 5
- Views: 2495
Re: 3 directories of core Wesnoth game data
No, that's not normal. But... Why does your system update often crash? If your Linux distro's core application is unstable and Wesnoth has problems for you that aren't being reported by anyone else then I think the diagnosis has to start with the assumption that it's probably something wrong with yo...
- November 10th, 2019, 11:05 am
- Forum: Lua Labs
- Topic: path finder usage & functioning
- Replies: 9
- Views: 3305
Re: path finder usage & functioning
The tag's implementation is in
Not all WML tags have their own file, many are implemented in one of the large files in the parent directory.
data/lua/wml/find_path.lua
Not all WML tags have their own file, many are implemented in one of the large files in the parent directory.
- November 9th, 2019, 4:36 pm
- Forum: Lua Labs
- Topic: path finder usage & functioning
- Replies: 9
- Views: 3305
Re: path finder usage & functioning
[find_path]
is implemented in Lua (as are most WML tags), and it uses multiple calls to wesnoth.find_path
to generate the set of data returned to WML.- November 7th, 2019, 5:26 pm
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3976
Re: Failed to load scenario (#@%$!)
Just a sanity check - do you have the [scenario] tag with the right id= to exactly match the [campaign] tag's first_scenario= ? Turning on engine logging with --log-debug=engine might help, but there's no log message yet for the specific case of not having a scenario with the right id. That will be ...
- November 6th, 2019, 1:56 pm
- Forum: Lua Labs
- Topic: questions about Wesnoth-Lua
- Replies: 4
- Views: 2232
Re: questions about Wesnoth-Lua
IIUC, the
wesnoth
module is a table of functions, which can be added to or even overridden. The table is created, and a lot of functions are added in, src/scripting/game_lua_kernel.cpp.- November 6th, 2019, 12:47 am
- Forum: WML Workshop
- Topic: Place Fog
- Replies: 2
- Views: 802
Re: Place Fog
As far as I know, placing just specific locations of fog isn't supported. What is supported is resetting the fog (putting fog everywhere) and then clearing only the areas that are currently visible - for a start-of-turn event that's not too bad, but if the player has already moved this turn it may b...
- November 3rd, 2019, 5:19 pm
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 11
- Views: 2569
Re: purpose of [move_unit_fake]
That FR is about the missing functionality in
[move_units_fake]
.- November 3rd, 2019, 4:07 pm
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 11
- Views: 2569
Re: purpose of [move_unit_fake]
Many thanks if you will implement this, it's a long-standing feature request. #1266
- November 3rd, 2019, 12:17 pm
- Forum: Website
- Topic: be notified about posts in one's own threads
- Replies: 4
- Views: 3402
Re: be notified about posts in one's own threads
It's part of the group of tickboxes on the post-new-topic and post-reply pages (not the quick-reply page). "Options", "Notify me when a reply is posted".
- November 2nd, 2019, 9:21 pm
- Forum: WML Workshop
- Topic: spawns.lua + Random map = Lua errors
- Replies: 8
- Views: 1943
Re: spawns.lua + Random map = Lua errors
If your random map generator can put villages next to impassible/unwalkable terrain then you should check for that too.
The two mainline maps that use this code aren't randomly generated, and all hexes adjacent to villages are walkable non-borders.
The two mainline maps that use this code aren't randomly generated, and all hexes adjacent to villages are walkable non-borders.