Search found 134 matches
- 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"
- 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...
- 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"
Code: Select all
map_data = "{~add-ons/Lily/maps/erste_karte.map}"
- 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/}
- 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
Some villages variations of an already committed one: http://forums.wesnoth.org/viewtopic.php ... 7&start=15
- 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 ...
- 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.
- 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...
- 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}
- 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...
- 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.
- 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.
Thanks.
- 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...
- 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...
- 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...