Search found 2822 matches
- 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...
- 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!
- 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 ...
- 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 ...
- 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...
- November 30th, 2009, 7:30 pm
- Forum: WML Workshop
- Topic: Unit picture wont appear
- Replies: 6
- Views: 1289
Re: Unit picture wont appear
So make one.Frogger5 wrote:But i dont have an images folder under data
This implies that you fixed it. Did you? What does the code look like now?Frogger5 wrote:It still wont appear.
- 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...
- 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:
- 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...
- 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...
- 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.
- 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 .
- 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.
- 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.
- 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 ...