Search found 134 matches

by mich
May 27th, 2010, 11:09 am
Forum: Faction & Era Development
Topic: Middle Age era
Replies: 20
Views: 4403

Re: Middle Age era

Well, you must use the id of the unit type, and the cavalryman id is "Cavalryman", and surely not "Cavalryman.cfg"
by mich
May 26th, 2010, 9:53 am
Forum: Ideas
Topic: Siege Engines added to game
Replies: 16
Views: 3550

Re: Siege Engines added to game

I miss that multiple-hex range. I'm not sure how hard a multi-hex range would be to implement, but I for one would like to see it back again. If not necessarily for use in mainline, but just to have the ability to use it for UMC and such. Well, as said there are already a lot of add ons that use mu...
by mich
May 24th, 2010, 12:36 pm
Forum: WML Workshop
Topic: Keep getting "unknown scenario" error
Replies: 5
Views: 658

Re: Keep getting "unknown scenario" error

Code: Select all

map_data = "{add-ons/Lily/maps/erste_karte.map"
must be

Code: Select all

map_data = "{~add-ons/Lily/maps/erste_karte.map}"
by mich
May 24th, 2010, 12:20 pm
Forum: WML Workshop
Topic: Keep getting "unknown scenario" error
Replies: 5
Views: 658

Re: Keep getting "unknown scenario" error

Replace "@" with "~" in this line

Code: Select all

{@add-ons/Lily/scenarios/}
by mich
May 15th, 2010, 4:32 pm
Forum: Art Contributions
Topic: Links to Decent but Abandoned Terrain graphics
Replies: 25
Views: 16509

Re: Links to Decent but Abandoned Terrain graphics

COMMITED

Some villages variations of an already committed one: http://forums.wesnoth.org/viewtopic.php ... 7&start=15
Image
by mich
May 15th, 2010, 4:23 pm
Forum: Faction & Era Development
Topic: Ranged Era
Replies: 58
Views: 21451

Re: Ranged Era

Hi PapaSmurfReloaded. 1-Is it it possible to set the max ranged above 5 hexes? Yes, and it must be quite easy. The problem is only that for range > 5 there isn't walls control. I try to explain this better with my poor english. With range above 5 (or 6, I don't remember) you can shoot through walls ...
by mich
April 27th, 2010, 4:59 pm
Forum: WML Workshop
Topic: Object giving Regeneration does not work
Replies: 3
Views: 642

Re: Object giving Regeneration does not work

For me this piece of code works. Be sure to not test this on the first turn. Infact it seems that regeneration doesn't work at the start of the first turn (for all sides), but for later turns all seems ok. If this is your problem, maybe you can make a bug report.
by mich
April 25th, 2010, 5:40 pm
Forum: Multiplayer Development
Topic: Wesnoth's Competitive Gaming Add-on (1.8.6)
Replies: 26
Views: 10781

Re: Wesnoth's Competitive Gaming Add-on (1.8.2)

Hi grr. It seems that there is still the problem of the missing recruit list for the ai. You can easily fix it putting "persistent=1" inside the [side] tag. From SideWML: persistent: whether the side exists in any other scenarios. If '1'(yes), then save_id(see below) is used to identify th...
by mich
April 20th, 2010, 4:01 pm
Forum: WML Workshop
Topic: Unknown scenario error
Replies: 10
Views: 2286

Re: Unknown scenario error

Strange. You can try with the MODIFY_UNIT macro (it's the same code, more or less).

Code: Select all

{MODIFY_UNIT id=put_here_the_id_of_your_unit side 1}
by mich
April 20th, 2010, 3:31 pm
Forum: WML Workshop
Topic: Unknown scenario error
Replies: 10
Views: 2286

Re: Unknown scenario error

You can store the unit in a variable, change his side and then unstore. take a look at [store_unit], [set_variable] and [unstore_unit]. Something like this (not tested) must work [store_unit] [filter] id=yourunitid [/filter] variable=yourvar [/store_unit] [set_variable] name=yourvar.side value=1 [/s...
by mich
March 27th, 2010, 12:51 pm
Forum: WML Workshop
Topic: idle_ai removed from 1.8?
Replies: 2
Views: 480

Re: idle_ai removed from 1.8?

You are right. I was using 1.7.15, and there it was broken. In 1.8.0 all seems fine. Thanks.
by mich
March 27th, 2010, 10:02 am
Forum: WML Workshop
Topic: idle_ai removed from 1.8?
Replies: 2
Views: 480

idle_ai removed from 1.8?

I'm trying to update an add-on that uses it, but the unit in the side with idle_ai can move. Was idle_ai removed in the new 1.8 ai?
Thanks.
by mich
December 23rd, 2009, 2:21 pm
Forum: Translations & Internationalization
Topic: Help needed translating iPhone description - all languages
Replies: 15
Views: 5935

Re: Help needed translating iPhone description - all languages

A quick made italian translation. Battle for Wesnoth è la conversione ufficiale di un gigantesco, complesso e dettagliato RPG-strategico. Ci siamo assicurati che nulla venisse lasciato fuori, tutto dallo sventolare delle bandiere agli scheletri che giocano con le loro teste, tutto è stato incluso! W...
by mich
December 23rd, 2009, 10:49 am
Forum: Multiplayer Development
Topic: Wesnoth Collaborative Editor
Replies: 17
Views: 6083

Re: Wesnoth Collaborative Editor

Hi tsr, I find this a really interesting idea. At the moment I have only tried it in local games, just to understand how it works, but i plan to use it in real multiplayer to try to balance my maps with someone else help. Trying it a little, I have seen that there is a bug in the move unit option. W...
by mich
December 13th, 2009, 12:17 pm
Forum: Faction & Era Development
Topic: Ranged Era
Replies: 58
Views: 21451

Re: Ranged Era

Well, if you know how to make a campaign, you can copy the macro used in this era and create a campaign where yours units have long range attacks. But remember that the ai can't use it. There is a file in the pack with some information on how to use the code, but at the moment is a little out of dat...