Search found 116 matches
- September 24th, 2016, 9:47 am
- Forum: Multiplayer Development
- Topic: Wesnoth Terraforming
- Replies: 9
- Views: 4250
Re: Wesnoth Terraforming
Have you modified default settings yet? Terraformign can work with gold, it isn't bad idea. I'll talk with White_Drag0n about it. But, in published version you can change "tiles per turn" to 1, "bonus from villages" to 1 or 2 and check "allow tiles carryover", so it'll ...
- September 20th, 2016, 3:18 pm
- Forum: Multiplayer Development
- Topic: Wesnoth Terraforming
- Replies: 9
- Views: 4250
Wesnoth Terraforming
https://i.imgur.com/j4RXJ8m.png Yesterday I and White_Drag0n relased new multiplayer modification called Wesnoth Terraforming. You can download it from oficial add-ons server. It allows players to modify map during the gameplay and has many configurable rules. Also, it contains a bunch of special m...
- June 15th, 2016, 6:18 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign Units Loader
- Replies: 2
- Views: 1685
Campaign Units Loader
I've made a small add-on which contains macro to simply load all units from mainline campaigns. Also, it has build-in small era containing two additional factions made from campaign units (unbalanced, just for fun and to have a look on what it offers) - other ones are reachable in multiplayer with d...
- January 14th, 2016, 9:29 am
- Forum: Ideas
- Topic: Mainline 'Scenarios' (together with campaigns)
- Replies: 61
- Views: 19145
Re: Mainline 'Scenarios' (together with campaigns)
You adreally have three scenarios to play - Dark Forecast, A New Land and survival for 6 players. IMO making just one scenario don't make players have fun with leveling units and all of that you have in campaigns.
- January 14th, 2016, 9:26 am
- Forum: Translations & Internationalization
- Topic: Polish translation (polskie tlumaczenie)
- Replies: 364
- Views: 248089
Re: Polish translation (polskie tlumaczenie)
Wygasają dopiero po jakimś czasie, chyba po miesiącu, ale nie wiedziałem kiedy fatality się pojawi. pl-thot.po Tłumaczenie do Berła Ognia, próbowałem dorobić ten jeden tekst, ale ostatecznie zaznaczyłem jako niepewny: http://speedy.sh/muGZn/pl-sof.po Dobrałem się też do Odrodzenia Północy, ale bez k...
- January 13th, 2016, 9:42 am
- Forum: Translations & Internationalization
- Topic: Polish translation (polskie tlumaczenie)
- Replies: 364
- Views: 248089
Re: Polish translation (polskie tlumaczenie)
A jak się można z Liado skontaktować, bo na liście użytkowników go nie widzę?
- January 12th, 2016, 10:33 am
- Forum: Users’ Forum
- Topic: Add on in map editor
- Replies: 7
- Views: 3877
Re: Add on in map editor
First - I don't know if that spaces can make problems. Next - It's possible to place folder with terrain to add-ons folder again, isn't it? That will be easier. Last - I found that this add-on installed automatically with something else. It's visible in editor, needs only something to be loaded in m...
- January 11th, 2016, 5:24 pm
- Forum: WML Workshop
- Topic: Ability Ambush in Mountains.
- Replies: 5
- Views: 2141
Re: Ability Ambush in Mountains.
I write: [filter_location] terrain=Hh,Hhd,Ha,Mm,Md,Ms [/filter_location] It will work for choosen types of terrain, but not if you place village, light, forest or anything else. Just emblishment like additional rocks or special type of terrain instead of normal will break your code. Are you sure yo...
- January 11th, 2016, 5:17 pm
- Forum: Users’ Forum
- Topic: Add on in map editor
- Replies: 7
- Views: 3877
Re: Add on in map editor
in it's _main.cfg place
And... it will be easier to help you if you send what add-on it's exactly - this will make me or somebody else able to give you answer more fitting to problem.#ifdef EDITOR
paths to things to load
#endif
- January 11th, 2016, 6:37 am
- Forum: WML Workshop
- Topic: Ability Ambush in Mountains.
- Replies: 5
- Views: 2141
Re: Ability Ambush in Mountains.
This one don't work, because you put "M" like a mask. Change *^M* to M*^* or M*,M*^* (I'm not sure if first one will work with plain mountains). Rest, if right placed, should work. Why *^M* don't work? Because on the left of "^" char is always code of base terrain, e.g. Gg, and o...
- January 10th, 2016, 5:23 pm
- Forum: WML Workshop
- Topic: How to make a unit have more chance to hit
- Replies: 11
- Views: 3144
Re: How to make a unit have more chance to hit
[+language], not [language], closing normal with [/language]. Also, I'm not sure if you don't have to change type_arcane= to type_electric=.
Put it all into _main.cfg inside campaign define.
Put it all into _main.cfg inside campaign define.
- January 10th, 2016, 4:53 pm
- Forum: Translations & Internationalization
- Topic: Polish translation (polskie tlumaczenie)
- Replies: 364
- Views: 248089
Re: Polish translation (polskie tlumaczenie)
Kolejne tłumaczenia. fatality, jakbyś mógł zamieścić... pl-tutorial.po pl-l.po pl-editor.po pl-did.po pl-multiplayer.po Pozostałe miały zbyt dużo rozmiar, więc niewykluczone że linki do nich niedługo wygasną: Południowa Straż http://speedy.sh/vq7uQ/pl-tsg.po Wspomnienie Delfadora http://speedy.sh/nF...
- January 10th, 2016, 3:34 pm
- Forum: Technical Support
- Topic: Bad name for editor button
- Replies: 1
- Views: 1364
Bad name for editor button
Problem is simple: in .po files for editor, I've found "Hex Line SE-NW" which should be "Hex Line SW-NE" like in context. That can be quickly repaired and don't interrupt working or cause errors, because id is right. The source of .po leads to data/core/editor/brushes.cfg:63. Tra...
- January 10th, 2016, 9:38 am
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 856
- Views: 300954
Re: My Terrain (Mine!)
Ice barrier looks nice, I'll probably use them... some day.
- January 9th, 2016, 8:58 am
- Forum: Ideas
- Topic: [interface][engine] Disabling add-ons loading
- Replies: 6
- Views: 3546
Re: [interface][engine] Disabling add-ons loading
It will be more easy with button, but thanks, it's still better than moving folders or other similar actions.