Search found 116 matches

by Jarom
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 ...
by Jarom
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...
by Jarom
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...
by Jarom
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.
by Jarom
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...
by Jarom
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?
by Jarom
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...
by Jarom
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...
by Jarom
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
#ifdef EDITOR
paths to things to load
#endif
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.
by Jarom
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...
by Jarom
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.
by Jarom
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...
by Jarom
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...
by Jarom
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.
by Jarom
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.