Search found 24 matches
- May 9th, 2011, 1:35 pm
- Forum: Users’ Forum
- Topic: [solved] Continous unit idle animation is annoying
- Replies: 18
- Views: 3826
Re: [1.9.5] Continous unit idle animation is annoying
oh, thanksCeres wrote:Preferences -> Advanced -> Unit standing animations
- May 9th, 2011, 1:22 pm
- Forum: Users’ Forum
- Topic: [solved] Continous unit idle animation is annoying
- Replies: 18
- Views: 3826
[solved] Continous unit idle animation is annoying
New continous idle animation is rather annoying in my opinion.
It was introduced in 1.9.x and currently it affects at least spearmen (you can just start ToTB campaign to see how strange it looks).
Please add an option to turn it off at least ('idle animation frequence' has no effect).
It was introduced in 1.9.x and currently it affects at least spearmen (you can just start ToTB campaign to see how strange it looks).
Please add an option to turn it off at least ('idle animation frequence' has no effect).
- May 4th, 2011, 8:47 pm
- Forum: Add-on Feedback
- Topic: Invasion from the Unknown (legacy version)
- Replies: 109
- Views: 64672
Re: Invasion from the Unknown
I have played this excellent campaign a few times. It's just great... even if it's a bit eclectic (we used to fight aliens, cyborgs, robots... AND demons, you know). I have only a few complains. 1. "Boss" Goliath is too weak for being a boss because player has overpowered hunters with 'slo...
- April 3rd, 2011, 11:51 am
- Forum: Technical Support
- Topic: [solved] 1.9.5, ubuntu: GUI__FONT_COLOUR_ENABLED__DEFAULT
- Replies: 8
- Views: 1828
Re: 1.9.5, ubuntu: GUI__FONT_COLOUR_ENABLED__DEFAULT fatal e
Problem solved: either I forgot to say `make uninstall` in old svn 1.9.x sources or it didt not worked as expected. Removing /usr/local/share/wesnoth and then reinstalling helps.ivanovic wrote:And have you removed your old installation before running "make install"?
Sorry for inconvenience.
- April 3rd, 2011, 11:38 am
- Forum: Technical Support
- Topic: [solved] 1.9.5, ubuntu: GUI__FONT_COLOUR_ENABLED__DEFAULT
- Replies: 8
- Views: 1828
Re: 1.9.5, ubuntu: GUI__FONT_COLOUR_ENABLED__DEFAULT fatal e
I have deleted preferences just to be sure bug is still there.Crendgrim wrote:How should Wesnoth be able to read a file you just deleted?sv75 wrote: '/home/seva/.config/wesnoth/preferences' for reading.[/tt]
Wesnoth can run just fine without preferences file, of course.
- April 2nd, 2011, 8:55 pm
- Forum: Technical Support
- Topic: [solved] 1.9.5, ubuntu: GUI__FONT_COLOUR_ENABLED__DEFAULT
- Replies: 8
- Views: 1828
[solved] 1.9.5, ubuntu: GUI__FONT_COLOUR_ENABLED__DEFAULT
Ubuntu 10.04, 1.9.5 compiled from source by cmake . && make . Game exits immediately just after installing. seva@ubuntu:~$ rm -rf ~/.local/share/wesnoth ~/.config/wesnoth seva@ubuntu:~$ wesnoth Battle for Wesnoth v1.9.5 Started on Sun Apr 3 00:25:33 2011 20110403 00:25:33 error filesystem: C...
- January 8th, 2011, 1:44 am
- Forum: Ideas
- Topic: [engine] Functions
- Replies: 11
- Views: 2260
Re: [engine] Functions
Great, thanks.
- January 7th, 2011, 11:43 pm
- Forum: Ideas
- Topic: [engine] Functions
- Replies: 11
- Views: 2260
Re: [engine] Functions
Was syntax
discussed and rejected already?
Is there any chance some patch for this syntax will be accepted?
Sometimes I have some free time.
Code: Select all
gold="if(someside.gold>150, max(1.5*someside.gold, 100), 80)"
Is there any chance some patch for this syntax will be accepted?
Sometimes I have some free time.
- January 7th, 2011, 11:32 pm
- Forum: Ideas
- Topic: [engine] Functions
- Replies: 11
- Views: 2260
Re: [engine] Functions
I hate to be rude but it is one of the most ugliest things I ever seen in DSLs.Velensk wrote:Give the enemy 100 gold. Store the players side. Use the [gold] the &<stored_side_variable>.gold to the the enemies side twice.
- January 7th, 2011, 11:30 pm
- Forum: Ideas
- Topic: [engine] Functions
- Replies: 11
- Views: 2260
Re: [engine] Functions
... and if I wish 1.5 multiplier?
- January 7th, 2011, 11:29 pm
- Forum: Ideas
- Topic: [engine] Upper limit for maximum amount of gold
- Replies: 7
- Views: 1766
Re: [engine] Upper limit for maximum amount of gold
Maybe I was not too clear. I was not saying about *universal* limit.
I'm saying about possible new WML tag, not about mandatory limit in every scenario.
So campaigns authors may use or may not use it.
BTW, I have played almost all campaigns.
I'm saying about possible new WML tag, not about mandatory limit in every scenario.
So campaigns authors may use or may not use it.
BTW, I have played almost all campaigns.
- January 7th, 2011, 11:24 pm
- Forum: Ideas
- Topic: [engine] Functions
- Replies: 11
- Views: 2260
[engine] Functions
If I get it right, WML lacks calculated functions.
How can I write something like this "enemy starting gold is minimum of 100 and player gold two times"?
Can I use LuaWML for it?
Sorry for my possible mistake.
How can I write something like this "enemy starting gold is minimum of 100 and player gold two times"?
Can I use LuaWML for it?
Sorry for my possible mistake.
- January 7th, 2011, 11:13 pm
- Forum: Ideas
- Topic: [engine] Upper limit for maximum amount of gold
- Replies: 7
- Views: 1766
[engine] Upper limit for maximum amount of gold
Maybe it is not bad idea to add possibility to set upper limit for maximum amount of gold in WML. Carrying too much gold could make some campaigns pretty boring to play.
- January 7th, 2011, 11:08 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 20 - Return of the Fleet
- Replies: 34
- Views: 32564
Re: The Rise of Wesnoth: Return of the Fleet
(1) 1.9.2, hard
(7) Is it possible to increase a number of saurians in the swamp according to player behaviour in The Dragons scanario? I.e., killing all saurians leaders increases a number of avengers.
(7) Is it possible to increase a number of saurians in the swamp according to player behaviour in The Dragons scanario? I.e., killing all saurians leaders increases a number of avengers.
- January 7th, 2011, 11:05 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 12 - A Final Spring
- Replies: 26
- Views: 25654
Re: The Rise of Wesnoth: A Final Spring
(1) 1.9.2, hard
(7) Undead side starts itsr first turn by occupying some nearby villages. It is rather stupid AI idea: this side has no castle to summon units so it does not need any gold. It could be great to prevent such strange AI behaviour.
(7) Undead side starts itsr first turn by occupying some nearby villages. It is rather stupid AI idea: this side has no castle to summon units so it does not need any gold. It could be great to prevent such strange AI behaviour.