Search found 49 matches
- March 21st, 2021, 5:11 pm
- Forum: Multiplayer Development
- Topic: 1v1 map - Derimani Caverns
- Replies: 0
- Views: 2413
1v1 map - Derimani Caverns
Narrow symmetrical vertical map. Lots of cave terrain, impassables, holes, water. Don't worry - there are trees too. 2nd player has several pre-captured villages to balance out 1st player's advantage. Only one map version this time - for Wesnoth 1.15 since i've placed some mushrooms on different ter...
- March 21st, 2021, 10:28 am
- Forum: Multiplayer Development
- Topic: 1v1 map - Jashi Pass
- Replies: 6
- Views: 1746
Re: 1v1 map - Jashi Pass
update - erroneous massive starting income snuck into the map settings - i've removed it.
also enabled music - might have some tracks that are not meant to play normally.
also enabled music - might have some tracks that are not meant to play normally.
- March 20th, 2021, 1:57 pm
- Forum: Multiplayer Development
- Topic: 1v1 map - Jashi Pass
- Replies: 6
- Views: 1746
Re: 1v1 map - Jashi Pass
redid the map a bit. i won't claim it's an objective improvement - it's merely what i wanted it to be.
- March 20th, 2021, 10:06 am
- Forum: Multiplayer Development
- Topic: 1v1 map - Jashi Pass
- Replies: 6
- Views: 1746
- March 15th, 2021, 10:28 pm
- Forum: Multiplayer Development
- Topic: 1v1 map - Jashi Pass
- Replies: 6
- Views: 1746
1v1 map - Jashi Pass
https://i.imgur.com/ImIpYZj.png not really a competitive player, but tried to make what resembles a competitive map. the map is symmetrical, but the 2nd player has one village captured by default to offset 1st player's advantage. the map is actually a scenario because of that - remember it when you...
- March 14th, 2021, 4:43 pm
- Forum: Technical Support
- Topic: broken half-sunken walls on Sunken Human Ruin
- Replies: 3
- Views: 730
Re: broken half-sunken walls on Sunken Human Ruin
all of them together in one issue?Pentarctagon wrote: ↑March 14th, 2021, 4:33 pm Can you post all the terrain issues you've run into at https://bugs.wesnoth.org?
- March 14th, 2021, 4:24 pm
- Forum: Technical Support
- Topic: broken half-sunken walls on Sunken Human Ruin
- Replies: 3
- Views: 730
broken half-sunken walls on Sunken Human Ruin
Sunken Human Ruin castle gets weird walls that are split in half if the castle has mixed surrounding of regular water titles and other tiles, even swamp tiles.
https://i.imgur.com/dR8iGQD.png
https://i.imgur.com/HFsacSi.png
https://i.imgur.com/AxsEBmZ.png
https://i.imgur.com/dR8iGQD.png
https://i.imgur.com/HFsacSi.png
https://i.imgur.com/AxsEBmZ.png
- March 14th, 2021, 11:32 am
- Forum: Technical Support
- Topic: tile error with one of Cave Village buildings
- Replies: 0
- Views: 2737
tile error with one of Cave Village buildings
bottom village variant - if i place it with SHIFT+click , it uses bright green grass instead of whatever terrain the tile already has.
https://i.imgur.com/jKMJRS5.png
https://i.imgur.com/jKMJRS5.png
- March 14th, 2021, 11:19 am
- Forum: Technical Support
- Topic: tile error with one of Log Cabin buildings
- Replies: 0
- Views: 2619
tile error with one of Log Cabin buildings
one village of type Log Cabin has baked-in terrain, while others does not. the "broken" village is the top left one:
https://i.imgur.com/Lpp6nIT.png
https://i.imgur.com/Lpp6nIT.png
- March 7th, 2021, 7:16 pm
- Forum: Faction & Era Development
- Topic: Default L0 Era
- Replies: 29
- Views: 18007
Re: Default L0 Era
good idea for an era! didn't play it yet, but looks fun. this is the kind of an addon i didn't know i was looking for until i found it was just seeing if there are many default era remixes.
- January 28th, 2021, 7:17 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 95457
Re: WF - Wild Frontiers [SP Campaign]
ok, this looks broken. started on hard, picked starting gold as one of the bonuses, farms generate 2 gold, but the advisor says i get 0 gold in spring, 0 gold in summoer and 0 gold in autumn. btw, i kinda like how highest difficulty removes some starting options since they looked clearly superior to...
- January 28th, 2021, 8:46 am
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 95457
- January 27th, 2021, 7:20 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 95457
Re: WF - Wild Frontiers [SP Campaign]
oh, there's even more recent mod version than current Wesnoth build allows? :O btw, i'm here because after updating the game to 1.14.15 (from 1.14.14?) and updating the mod, i get more gold from villages from the start on a medium difficulty - 2 coins, compared to 1 gold on easy difficulty, previous...
- January 25th, 2021, 5:07 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 95457
Re: WF - Wild Frontiers [SP Campaign]
i'd like to say it's better to have this sort of discussions stay on the forums - easier to find the info
- January 24th, 2021, 6:50 pm
- Forum: Scenario & Campaign Development
- Topic: WF - Wild Frontiers [SP Campaign]
- Replies: 400
- Views: 95457
Re: WF - Wild Frontiers [SP Campaign]
thank you for the reply
enjoying the mod very much so far. right now i'm fooling around on Easy, looking forward to trying this mod on higher difficulty once i'll learn how everything works.
enjoying the mod very much so far. right now i'm fooling around on Easy, looking forward to trying this mod on higher difficulty once i'll learn how everything works.