Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
This lists removed WML functionality and helpful hints for avoiding pitfalls.
A similar thread for changes before 1.16 can be found here .
Compatibility breaking (requires updates to work)
no longer sets the heal_amount variable, instead supporting the variable attribute. This variable will be...
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
BTW, if somebody could explain the array bit above (which I assume means if you stored more than one unit) in plainer terms, maybe with an example, then I'd apprechiate it (I need it for my campaign, and I'm not sure what I've done at the moment will work).
I modified the dwarvish thunderer line a bit. The level three has a ranged impact that does 21 damage per hit and fires twice. However, against a skeleton, it said that it only did 1 damage and had 2 hits. I am using 1.1.8, because there are no binaries for 1.1.9, and I have had too much trouble...
I am making a scenario in which I want a Deathblade to appear in every rockbound cave after an ally is killed. Is there an easier way to do that than
?
There are a lot of rockbound caves.
We are planning to use wesnoth multiplayer for a weekly strategy/rpg campaign, with custom generated maps.
One of the problems we are facing is to find how to save the list and description of units of each team by the end of the week's scenario so that units can be re-used in the next...
First problem: Wiki does not indicate which modifications, such as canrecruit and x,y, go between the store unit tags and which don't. It also doesn't say what things go in a macro and which things follow the format of kill=yes. I've been trying for days to get a unit/character that cannot recruit...
Did not know if this should go here or C++ section so i picked here.
1. How do I turn off the defender attacking back....i want only the person whom's turn it is able to deal damage unless I specify a particular unit with the ability to attack back.
2. I can't modify the movement_costs so that a unit can move through the cave wall.
3. how do I get it so that one unit that was on one side can be controlled by a different leader that is on the same team as the leader in the previous scenario but on a different...
If I use this for a MP-scenario it works fine for me, who has got the scenario cfg files, but not for anybody else, who has not got them. Would it work if they just downloaded the scenario too?
I tried to start my campaign in 1.1.8, but I got an error message saying that one of my units was missing a closing tag in line 24. It isn't, so what's wrong?
Here is the unit:
Here are the new abilities. I put them in a new textfile called newabilities.cfg in my campaign folder
I've been using this code for the IE multiplayer era:
However, having the binary path outside of the IE ifdef leads to image leak. Is there any way to prevent this? I can't just put it inside the #ifdef, because doing so, for some reason or another, leads to the images not displaying when you try...
My ai allies won't recruit much. I gave them lots of gold, and they are able to recruit, but they only recruit a few things. Why is this?
Another question: Is it possible to make an ai ally be controlled by the human in later scenarios? If so, would they have to be in the scenario immediately...
As was suggested in the IoA campaign thread I decided to use the advance from tag in IoA to put in the L3 outlaws in instead of duplicating all of the outlaw units. Unfortunately I seem to have done this wrong somehow because it hasn't worked.
In my campaign when a female footpad advances it...
Is it possible for units to switch teams? At the end of one scenario, one of my units is supposed to switch to a team that doesn't exist yet. Is this possible? Or could I do it at the beginning of a scenario instead?
I am making a campaign called Drake War. In the 8th scenario, there is a HUGE battle. There are supposed to be 10 units that can recruit; 3 on my side, and 7 on the enemy side. How can I add a tenth leader to the map?
Error
The following add-on campaign(s) had errors and could not be loaded:
/home/def/.wesnoth/data/campaigns//Drake_War.cfg
ERROR DETAILS:
Missing closing tag for tag side at /home/def/.wesnoth/data/campaigns/Drake_War/scenarios/Weldyn.cfg:62 included from...
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