Search found 46 matches

by BajMic
May 8th, 2024, 11:04 pm
Forum: WML Workshop
Topic: Inconsistent results with Terrain_Graphics.
Replies: 2
Views: 154

Inconsistent results with Terrain_Graphics.

Hello, I am struggling with getting consistent results, with the [terrain_graphics] tag. Specifically, the ones with absolute coordinates. Sometimes I get them to work, sometimes I don't and I can't figure out the pattern. The tutorials from website don't seem to work: https://wiki.wesnoth.org/Terra...
by BajMic
May 4th, 2024, 7:57 pm
Forum: Scenario & Campaign Development
Topic: Need some fake bullying comments about campaigns for a meta-campaign
Replies: 9
Views: 611

Re: Need some fake bullying comments about campaigns for a meta-campaign

"...and then, out of nowhere! Gruu appeared and instantly got himself killed." "At least THESE wolves didn't spawn on top of us." "Perhaps fighting trolls in corridors is what keeps the playerbase low." "You are not supposed to fight elves on forest tiles... unless...
by BajMic
April 26th, 2024, 3:37 pm
Forum: WML Workshop
Topic: What is the easiest way to set defence value on specific tile?
Replies: 2
Views: 373

What is the easiest way to set defence value on specific tile?

Hello, I am using [terrain_graphics] to obtain specific sprites of villages, as opposed to the random ones. If I use the Village Overlay and paste a house graphic on top of it, it does not provide defence values of a Village. What is the easiest way to correct that, so that the tile functions like a...
by BajMic
April 21st, 2024, 7:31 pm
Forum: WML Workshop
Topic: The layer value of water waves.
Replies: 1
Views: 326

The layer value of water waves.

Hello.

Does anyone know the exact value of "layer" of the animated waves on top of the water tiles? I am interested in making them appear on top of the custom tiles, but not the rest of the water.

Thanks,
by BajMic
March 8th, 2024, 9:55 am
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 17
Views: 3930

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Can't wait to see the future scenarios if there will be ! Actually, there is one more scenario, which works as optional. It is downloadable separately as "The Harvest scenario no2". I believe it's poorly balanced, because it's main feature is tailor-scripting the AI to play the map. I wou...
by BajMic
March 2nd, 2024, 2:51 pm
Forum: Scenario & Campaign Development
Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Replies: 17
Views: 3930

Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.

Holy! I am so happy to read your posts, guys! :D The Grave Escape: Why did you make the dialogue 'bubbles' so long? They were supposed to hide the sudden appearance of the two wolves watching you. The idea is for the player to only notice them when they retreat back into the darkness and wonder &quo...
by BajMic
December 8th, 2023, 12:57 am
Forum: Translations & Internationalization
Topic: Polish translation (polskie tlumaczenie)
Replies: 364
Views: 275846

Re: Polish translation (polskie tlumaczenie)

The Rise of Wesnoth? Może, czy na pewno? Żebym się nie zduplikował z nikim.
by BajMic
December 8th, 2023, 12:06 am
Forum: WML Workshop
Topic: First time making complex terrain graphics, pls help.
Replies: 6
Views: 5038

Re: First time making complex terrain graphics, pls help.

If I may, I have another question. I can't find it in the documentation - how am I supposed to deal with overlapping tilesets, like here below? The tiles overlap and concaves are missing, but I can't really understand how flags work. How can I fix it? [terrain_graphics] map=" , * * , 1 " [...
by BajMic
December 7th, 2023, 9:13 pm
Forum: WML Workshop
Topic: First time making complex terrain graphics, pls help.
Replies: 6
Views: 5038

Re: First time making complex terrain graphics, pls help.

The name of the file matches. I was just sloppy upper/lowercase in the post. Ok, so my add-on is currently in the wesnoth/data/campaigns/Test_campaign folder. Inside that folder I also have Test_campaign/images/terrain folder. If I were to hazard a guess, this directory is similar to the one in core...
by BajMic
December 7th, 2023, 11:07 am
Forum: WML Workshop
Topic: First time making complex terrain graphics, pls help.
Replies: 6
Views: 5038

Re: First time making complex terrain graphics, pls help.

I checked the pathway. I had a "scenario/images/terrain/dam.png" directory, then moved the file to "scenario/images/dam.png", changed the directory accordingly and now it works. Strange, but at least it works now. Thanks, gnombat.
by BajMic
December 6th, 2023, 9:20 pm
Forum: Translations & Internationalization
Topic: Polish translation (polskie tlumaczenie)
Replies: 364
Views: 275846

Re: Polish translation (polskie tlumaczenie)

Witam wszystkich zainteresowanych, jako że poproszono mnie o przekazanie informacji że translacja jest obecnie koordynowana (co sam robię częściowo) na oficjalnym discordzie battle for wesnoth (a o czym sam nie pomyślałem) na forach to to też robię. Obecnie staramy się lecieć po 100%-owe tłumaczeni...
by BajMic
December 6th, 2023, 6:59 pm
Forum: WML Workshop
Topic: First time making complex terrain graphics, pls help.
Replies: 6
Views: 5038

First time making complex terrain graphics, pls help.

Hello, I am trying to implement some big pieces into my terrain graphics, but the matter is particularly confusing to me. Could you please take a look if there is anything obvious that I am doing wrong? [terrain_graphics] map=" * , * , * , * , * , 1 , * , * , * , * , * , * , * , * , * , 1 , 1 ,...
by BajMic
August 29th, 2023, 4:55 am
Forum: Users’ Forum
Topic: [avoid] versus [hidden]
Replies: 1
Views: 2692

[avoid] versus [hidden]

Hello, I don't have the means to test it currently, but I am considering certain idea. Is it possible to make AI unit finish its turn on the [avoid]-tagged hex by the means of an ambush? Let's say there is a small 1-hex wide ravine that is set for AI to [avoid]. It can easily move over it, but it wi...
by BajMic
August 15th, 2023, 1:04 am
Forum: WML Workshop
Topic: Delaying actions for AI purposes.
Replies: 3
Views: 2625

Re: Delaying actions for AI purposes.

Thanks, I'll try these out. It might take a while...

I understand all of this goes into the [ai] tag... ?
by BajMic
August 14th, 2023, 1:53 am
Forum: WML Workshop
Topic: Delaying actions for AI purposes.
Replies: 3
Views: 2625

Delaying actions for AI purposes.

Hello, I'm familiar with RCA and their implications. I can also use candidate_ca to make Micro AIs act in specific order. This is all, however, action-specific. Is there a way to make units act in specific order (from a WML level) in such a way, that specific unit types will act first regardless of ...