Search found 773 matches
- March 1st, 2024, 1:16 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
It would be really cool if the player could access the dwarf mini campaign without having to play The Ravagers. It could be done. For now it can be launched by keeping a save from Inn-4 and launching from there. But yeah, making it standalone could be a plus. rest of the feedback from all past post...
- April 6th, 2023, 11:28 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Uploaded 1.4.2 that addresses these issues. If you are currently on an affected map, you need to reload the scenario start save file. 1.4.2 - Fixed a game breaking bug on map 19a whereby impassable tiles remained on the map - Fixed an issue on map15 whereby lua errors came up and dialogue was blocke...
- March 24th, 2023, 10:13 pm
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Uploaded a small update with some bugfixes.
1.4.1 changelog:
- March 15th, 2023, 11:13 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
After some consideration, The Ravagers 1.4.0 has been published for the 1.16 add-ons server. The siege map I mentioned in earlier posts is disabled for now and is to be finished and re-enabled in a later update. I am likely going to be very slow in processing and replying to feedback and bug reports...
- March 10th, 2023, 10:46 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Let us know if there's any way we can help with the 1.16 edition of the campaign. If its source were hosted on GitHub or some other similar code-hosting site, I (or someone else) could submit pull requests... Oh, the porting itself is done already. I just want to finish a new map before publishing....
- March 2nd, 2023, 9:01 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Thanks, glad you liked it! Items disappearing from the map was a known issue for a while but I thought I fixed it in 1.3.7. Then apparently not completely, sorry for that. There is one new map coming to the 1.16 edition of the campaign (as soon as I find the time to finish it), but I do not yet know...
- January 18th, 2023, 12:43 pm
- Forum: Lua Labs
- Topic: wesnoth.get_units with radius
- Replies: 4
- Views: 4018
Re: wesnoth.get_units with radius
Got it, thank you!
- January 17th, 2023, 11:26 pm
- Forum: Lua Labs
- Topic: wesnoth.get_units with radius
- Replies: 4
- Views: 4018
wesnoth.get_units with radius
Hi, Sorry for the newbie lua question. I'd like to use wesnoth.get_units to get an array of a units for in an area with a given radius around a tile. Something like: local inrange = wesnoth.get_units{x=27, y=10, radius=10} But of course radius is not in SUF, it needs to go within a [filter_location]...
- August 23rd, 2022, 10:52 am
- Forum: WML Workshop
- Topic: How to get moveto-coordinates of a unit at the time of exiting first hex
- Replies: 0
- Views: 935
How to get moveto-coordinates of a unit at the time of exiting first hex
Hello, Is it possible in WML or rather with Lua, to get the coordinate information of where a unit is going after it's been ordered to move by the player (i.e. the would-be location where the moveto event would fire), at the time when the unit is just exiting its first hex? The reason for this is th...
- June 7th, 2022, 9:47 am
- Forum: WML Workshop
- Topic: Changing story music
- Replies: 2
- Views: 732
Re: Changing story music
[part]
has a music=
key, you should be able to use that to set the music. https://wiki.wesnoth.org/IntroWML#.5Bpart.5DAlso moved to WML Workshop.
- April 5th, 2022, 3:53 pm
- Forum: Users’ Forum
- Topic: Could we check the individual unit's kills statistic?
- Replies: 9
- Views: 1292
Re: Could we check the individual unit's kills statistic?
It should be very simple to write a mod for this. You could store an array of your units, and have an associated kill counter variable to each. Then in a die event, find your unit in your array (add it if it's not in it yet) and increment in its counter. Then create a new menu item or something that...
- March 29th, 2022, 11:42 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 114635
Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
I'm not sure who's still following this thread, but I've seen my campaigns come up mentioned in an "abandoned - trying to find porters for them" post.
The Ravagers will be coming for Wesnoth 1.16 and it will be ported by me. It'll take a while though.
The Ravagers will be coming for Wesnoth 1.16 and it will be ported by me. It'll take a while though.
- February 1st, 2022, 1:23 pm
- Forum: WML Workshop
- Topic: Problem with the [role]
- Replies: 2
- Views: 328
Re: Problem with the [role]
The speaker key in [message] just allows for ID or special attributes (see here: https://wiki.wesnoth.org/InterfaceActionsWML#.5Bmessage.5D ) So to find a unit with role instead, simply use that [message] takes the standard unit filter keys: [message] role = "Advisor" message = _ "tex...
- November 18th, 2021, 9:01 pm
- Forum: Users’ Forum
- Topic: The UI of Battle For Wesnoth
- Replies: 10
- Views: 1615
Re: The UI of Battle For Wesnoth
While they look a bit out-of-style compared to the current house style, these actually look pretty sick. The dark shading is excellent. I'm not sure about the current limitations of themeWML, and whether this can be implemented or not, but I'd love to see something like this as an optional alternate...
- November 3rd, 2021, 10:40 am
- Forum: WML Workshop
- Topic: Add new effects on a max level troop
- Replies: 6
- Views: 774
Re: Add new effects on a max level troop
The WML Workshop is the sub-forum where WML-related questions go. You originally posed this to the User's forum, Pentarctagon just noted that they moved your topic to where it's supposed to be. You need an [object] tag if you want to apply the new advancement option to an already existing unit, duri...