Search found 2822 matches

by beetlenaut
December 12th, 2009, 2:14 am
Forum: WML Workshop
Topic: Where do I put the files?
Replies: 4
Views: 599

Re: Where do I put the files?

You can put these files anywhere underneath your campaign's directory as long as you reference that location in the _main.cfg file. To keep things neat, you should probably make a "macros" or "utils" directory for your additions. Your _main.cfg will look something like this: {~ad...
by beetlenaut
December 12th, 2009, 1:53 am
Forum: Users’ Forum
Topic: level 2's?
Replies: 29
Views: 4672

Re: level 2's?

This could be done with a WML macro easily enough. Then it would only be applied on scenarios where it made sense, and they could be rebalanced at the same time. It would be pretty easy to write too, one just needs the inclination!
by beetlenaut
December 11th, 2009, 1:17 am
Forum: Add-on Feedback
Topic: Dead Water (add-on for 1.8)
Replies: 26
Views: 13704

Re: Dead Water

When I tried downloading it for 1.6 branch add ons, it never showed up in the campaign list. That doesn't make any sense. I haven't changed anything in eight months. I had all the 1.6 releases and never had that problem, and no one else has reported it either. The only thing I can think of is that ...
by beetlenaut
December 7th, 2009, 10:39 pm
Forum: WML Workshop
Topic: Is it possible to create a unit...
Replies: 10
Views: 1309

Re: Is it possible to create a unit...

What I meant is that the unit's movement points are cleared even if it had enough points to be able to continue through the village. The points are cleared because the capture does actually happen before the uncapture. Your code gives the unit full movement every time it lands on a village. And why ...
by beetlenaut
December 7th, 2009, 9:24 pm
Forum: WML Workshop
Topic: Is it possible to create a unit...
Replies: 10
Views: 1309

Re: Is it possible to create a unit...

This seems to work. It will take all the movement points from your unit though, and I can't think of a way to get around that. If that matters, I think you're out of luck like zookeeper said. [event] name=turn refresh first_time_only=no [store_villages] variable=village_list [/store_villages] [/even...
by beetlenaut
November 30th, 2009, 7:30 pm
Forum: WML Workshop
Topic: Unit picture wont appear
Replies: 6
Views: 1289

Re: Unit picture wont appear

Frogger5 wrote:But i dont have an images folder under data
So make one.
Frogger5 wrote:It still wont appear.
This implies that you fixed it. Did you? What does the code look like now?
by beetlenaut
November 30th, 2009, 7:15 pm
Forum: Ideas
Topic: Idea: Labeling units
Replies: 12
Views: 3285

Re: Idea: Labeling units

I can see why would want it *now* but with more experience, you'll probably think it's not as useful as you thought it was. I don't know--I'd still find it useful, and I have experience. (I've beaten almost all of the mainline campaigns on the hardest difficulty.) Every one plays differently. I don...
by beetlenaut
November 29th, 2009, 7:39 pm
Forum: WML Workshop
Topic: Problem with my King
Replies: 4
Views: 942

Re: Problem with my King

Post your code on this site. Don't make us go to another site with many advertisements to see it. If your code is very long, use the
Spoiler:
by beetlenaut
November 29th, 2009, 6:54 pm
Forum: Ideas
Topic: Better Day and Night Traits
Replies: 3
Views: 1054

Re: Better Day and Night Traits

I think this should be called "more complicated day and night traits". Part of what makes Wesnoth so cool is that it is really easy. It may be more interesting for orcs and undead to be better adapted to the night, but it's not as easy to remember or account for. I'm sure Cloud is right th...
by beetlenaut
November 28th, 2009, 7:27 pm
Forum: Ideas
Topic: Turn timer without time limit
Replies: 4
Views: 1019

Re: Turn timer without time limit

Actually, the option of a time limit would be more useful I think. Some people get very impatient--they might like that idea. I think a chess-style timer would be the best: Each player gets a total time for the game, so if they move quickly, they build up a "time bank" that gives them more...
by beetlenaut
November 27th, 2009, 8:13 pm
Forum: Users’ Forum
Topic: 1.8
Replies: 4
Views: 1329

Re: 1.8

If you're trying to find a roadmap or a date when 1.8 will be ready, there isn't one. The developers are all volunteers, so they aren't asked to stick to any kind of schedule.
by beetlenaut
November 24th, 2009, 10:00 pm
Forum: Art Workshop
Topic: some sprite
Replies: 17
Views: 4241

Re: some sprite

That's much closer to mainline, but the proportions are not the same. In Wesnoth, heads, hands, and feet are extra-large to show details. The sprite you drew has correct sizes. I like your style though--if you redrew all the sprites in the game to match, I would probably play your version :) .
by beetlenaut
November 24th, 2009, 9:51 pm
Forum: Art Workshop
Topic: Ideas of drawing
Replies: 6
Views: 2194

Re: Ideas of drawing

It would be nice if you posted a sample of your work.
by beetlenaut
November 24th, 2009, 9:47 pm
Forum: Art Workshop
Topic: First Sprite
Replies: 34
Views: 7338

Re: First Sprite

You need larger and much brighter highlights. You should zoom in on a Wesnoth sprite to see how large the contrast is between light and dark, and how the shading is done. I would suggest the mage because it is also mostly brown.
by beetlenaut
November 23rd, 2009, 9:31 am
Forum: Art Contributions
Topic: Flesh Golem
Replies: 13
Views: 5362

Re: Flesh Golem

I think the head is cool, but now that you mention it, it is silly for this unit. A very small, afterthought of a head would be better. However, I probably won't do it. I'm not a very good artist either, and making anything usable takes me ages. I thought you kind of had to have clothes, or I would ...