Search found 60 matches
- April 1st, 2015, 3:08 pm
- Forum: Scenario & Campaign Development
- Topic: Invasion from the Unknown (1.99.0.9001) for Wesnoth 1.12
- Replies: 2
- Views: 3449
Re: Invasion from the Unknown (1.99.0.9001) for Wesnoth 1.12
LOL User notshadowm: joined April 1st 2006, id 139301 (the most recent is 139303 as of this post) 4096 posts but search returns only this one? Seems legit. Changelog: Version 1.99.0.9001 (2015 Next-gen 6G Cloud-Responsive April Fools Edition): --------------------------------------------------------...
- March 30th, 2015, 7:29 pm
- Forum: WML Workshop
- Topic: ability to boost regen
- Replies: 3
- Views: 1276
Re: ability to boost regen
I have not seen anything that boosts healing for that matter. Cleodil's extra healing to Kalenz ability on woses themselves and filters if shaman is adjacent, with an info dummy on the shaman #define ABILITY_REGENERATES_BOOST_A # [regenerate] # value=8 # id=regenerates # affect_self=yes # poison=cu...
- March 30th, 2015, 2:22 pm
- Forum: Art Contributions
- Topic: Improving castles in cave transitions
- Replies: 26
- Views: 14341
Re: Improving castles in cave transitions
Somewhat off-topic: chasms (Qx*), lava (Qlf), and lava chasm (Ql) have ugly transitions with some other terrains. transitions.jpg Here is the fix for 1.12 (for core/terrain-graphics.cfg). There is no visible changes when modifying lines 739 to 741 but it can't be bad IMO. 714c714 < {TRANSITION_COMPL...
- March 30th, 2015, 2:11 pm
- Forum: Scenario & Campaign Development
- Topic: To Lands Unknown 3.9
- Replies: 1148
- Views: 370303
Re: To Lands Unknown v1.7.1 with 3D rendered maps!
Your custom cave wall terrain (string=Xuq, used in scenario 07 'Bridge of Light') has the same id as mainline's wall (Xu) and thus overrides it in the map editor.
Please change the id.
Please change the id.
- March 25th, 2015, 12:33 pm
- Forum: Scenario & Campaign Development
- Topic: A Whim of Fate [SP Campaign]
- Replies: 143
- Views: 86015
Re: A Whim of Fate
there is a way to write single quote with some code? "Velendar's army" works fine in my install (I use Ubuntu). Mainline campaigns use curved quotes though ("Velendar’s army"). Use this and save your files with UTF-8 encoding . restricting all tribes to that trait would definete...
- March 25th, 2015, 11:05 am
- Forum: Scenario & Campaign Development
- Topic: A Whim of Fate [SP Campaign]
- Replies: 143
- Views: 86015
Re: A Whim of Fate
Quick comments: general: * textdomain should be something like 'wesnoth-AWOF' or 'wesnoth-A_Whim_of_Fate' for all your files with translatable strings (and should be defined in _main.cfg) * user_team_name(s) contain some weird character scenario 1: * missing [modification] tags for Goblin leaders tr...
- March 19th, 2015, 4:12 pm
- Forum: Art Contributions
- Topic: Deoran's sprites update
- Replies: 14
- Views: 9459
Re: Deoran's sprites update
Thank you all for the positive feedback. Here is the list of things I intend to fix (unless you find some unnecessary): * Spearman's legs * Spearman's arms/elbows * The whole up and down movement when Deoran is being handled the lance, due to weight * Wings on the helm when facing south * Flag's ani...
- March 17th, 2015, 6:19 pm
- Forum: Art Contributions
- Topic: Deoran's sprites update
- Replies: 14
- Views: 9459
Re: Deoran's sprites update
@aquileia
Thanks. Another bug is the [draw_weapon] animation is played with the same facing direction as the baseframe, rather than toward the opponent. This is not a problem for Drakes but it is for the Merman Hunter.
Thanks. Another bug is the [draw_weapon] animation is played with the same facing direction as the baseframe, rather than toward the opponent. This is not a problem for Drakes but it is for the Merman Hunter.
- March 17th, 2015, 3:15 pm
- Forum: Art Contributions
- Topic: Deoran's sprites update
- Replies: 14
- Views: 9459
Re: Deoran's sprites update
Mace in the baseframe and a [draw_weapon] animation for the lance :P deoran_3.png deoran_3_draw.gif Some parts need a bit more work but it works great ingame. By the way, the [draw_weapon_anim] and [sheath_weapon_anim] blocks don't work (also for the rare mainline units that use them: Sky Drake, Hur...
- March 15th, 2015, 9:36 pm
- Forum: Art Contributions
- Topic: Deoran's sprites update
- Replies: 14
- Views: 9459
Re: Deoran's sprites update
Dual wielding on a horse means there is no free hand to hold the reins and AFAIK no unit does it (the cavalryman's line has a shield so it doesn't count). I'll think about making him hold the reins and the mace in a single hand if I can come up with a way to make it readable. Anyway for now I've wor...
- March 13th, 2015, 11:39 pm
- Forum: Art Contributions
- Topic: Deoran's sprites update
- Replies: 14
- Views: 9459
Deoran's sprites update
Poor Deoran still has old sprites and is mounted on a pony . Since I'm working on the knight's animation I had a shot at it. Here is the result (not sure which level it should be): deoran_update.png The left one shows the first steps with a recolored Knight. Since he's a unique character I initiall...
- March 13th, 2015, 11:02 pm
- Forum: Art Contributions
- Topic: REQUEST - Clone horseman gallop to knight.
- Replies: 15
- Views: 13444
Re: REQUEST - Clone horseman gallop to knight.
** Uses necromancy on thread ** It is a cool looking animation but there are some issues if it's intended to be a gallop (especially the 1st and 2nd): 1. It's not a gallop. Both right feet hit the ground at the same time. The sequence is 1.HL; 2.HR+FR; 3.FL (Hind, Fore, Left, Right) when it should b...
- March 11th, 2015, 1:09 pm
- Forum: Mainline Campaign Development
- Topic: Dead Water
- Replies: 29
- Views: 33478
Re: [1.9.x/1.10.x] Dead Water
It seems the Swamp of Desolation has been renamed to Black Marshes in 1.12. The following strings should be updated: In 08_Talkin_to_Tyegea.cfg: "South of the Swamp of Desolation, near a ruined castle, lives a mage named Caladon." In 10_The_Flaming_Sword.cfg: "Despite its name, the sw...
- March 7th, 2015, 9:09 am
- Forum: Off-Topic
- Topic: Playing skill levels in strategy games
- Replies: 6
- Views: 5348
Re: Playing skill levels in strategy games
It seems to me that the larger the ELO spread for a game the more "cognitive abilities" players display. So you get a better view of the extent of (some sort of) human intelligence. But I doubt one can compare games with this criteria because games use varying degrees of randomness. And in...
- March 6th, 2015, 4:38 pm
- Forum: Off-Topic
- Topic: Playing skill levels in strategy games
- Replies: 6
- Views: 5348
Re: Playing skill levels in strategy games
In the ELO rating system a 400 rating difference between players A and B means A has an expected score of 0.909 (that is the probability of winning and half the probability of drawing). I'll take this value for your "either one nearly always wins" requirement. For example the FIDE ratings ...