Search found 2829 matches

by beetlenaut
27 minutes ago
Forum: Art Contributions
Topic: On units lacking portraits unique to them
Replies: 3
Views: 8248

Re: On units lacking portraits unique to them

If you make a portrait for a mainline unit, post it in Art Contributions.
If it is for user-made content or you are not sure if it is good enough for mainline, post it in Art Workshop.

Criticism is usually harsher in Art Contributions because this game has high standards.
by beetlenaut
Yesterday, 7:13 am
Forum: WML Workshop
Topic: Inconsistent results with Terrain_Graphics.
Replies: 7
Views: 386

Re: Inconsistent results with Terrain_Graphics.

BajMic wrote: May 30th, 2024, 7:19 am what if I wanted to create new types of tiles? Specifically a tile type that places units at layer 1 instead of 0
That won't work. As I tried to explain before, you need to create a new type of unit that changes to layer 1 on specific tile types.
by beetlenaut
May 25th, 2024, 9:01 am
Forum: WML Workshop
Topic: Inconsistent results with Terrain_Graphics.
Replies: 7
Views: 386

Re: Inconsistent results with Terrain_Graphics.

What I am doing is I am making a large map of just tags, then I create general rules for images. I don't really understand this, so I don't know why you have this problem. Because of this, I don't know if you found the best method of solving it, but I can answer your questions anyway. 1: It is usua...
by beetlenaut
May 19th, 2024, 11:59 pm
Forum: WML Workshop
Topic: An error in inspect
Replies: 2
Views: 251

Re: An error in inspect

According to the wiki, [variables] allows keys/values. It doesn't mention that it supports any tags, so that is what I suspect is causing the error.
by beetlenaut
May 9th, 2024, 7:26 am
Forum: WML Workshop
Topic: Inconsistent results with Terrain_Graphics.
Replies: 7
Views: 386

Re: Inconsistent results with Terrain_Graphics.

There isn't any [image] here. I don't understand how it could work even some of the time without one. I would take out set_flag (at least at this point), because that could cause inconsistent results if some other, random [tile]s are placed based on the same flags. (Based on what you have, I suspect...
by beetlenaut
April 24th, 2024, 8:05 pm
Forum: Ideas
Topic: Names/titles of necromancers
Replies: 2
Views: 661

Re: Names/titles of necromancers

Canonically, necromancers choose a name, and using a variation of their original name seems to be common. Hyphenated forms are also popular. IIRC, the followers of Mal-Ravanal used "Mal" to identify themselves as members of his cult. Even after he was destroyed, I suppose others could choo...
by beetlenaut
April 24th, 2024, 5:35 pm
Forum: WML Workshop
Topic: The layer value of water waves.
Replies: 1
Views: 416

Re: The layer value of water waves.

Water is just a series of animation frames as far as I can tell. The waves are not a separate element.
by beetlenaut
April 17th, 2024, 5:23 am
Forum: Ideas
Topic: Two-flag system in one team
Replies: 6
Views: 618

Re: Two-flag system in one team

Two teams is not a good solution in this case, because you would have to move the two groups one at a time. It would make that scenario quite a bit harder.
by beetlenaut
April 16th, 2024, 6:54 pm
Forum: WML Workshop
Topic: Terrain - cave path, castle overlay, lit
Replies: 3
Views: 431

Re: Terrain - cave path, castle overlay, lit

Terrains only support one base and one overlay, so you can't put an lit overlay and a castle overlay on the same hex. To do this, you would have to make your own lit-castle terrain. You could combine the graphics for the two overlays in any decent image editor, but you would also need to define the ...
by beetlenaut
April 16th, 2024, 6:49 pm
Forum: WML Workshop
Topic: [closed] Merge unit animaions
Replies: 19
Views: 1034

Re: Merge unit animaions

The [animation] tag doesn't support "apply_to." All tags ONLY support specific keys and subtags. You can specify an "id" though, which can be selected by an event. (If you are new to WML, animations are not the easiest thing to start with.)
by beetlenaut
April 15th, 2024, 6:42 pm
Forum: Ideas
Topic: Two-flag system in one team
Replies: 6
Views: 618

Re: Two-flag system in one team

I think a talented programmer could handle it easily. I don't think this is true. Flags are set in the [side] tag. You can use [modify_side] to change the flag during the scenario, but presumably, that would do the same thing: change them for the whole side. Allowing two flags on the same side woul...
by beetlenaut
April 15th, 2024, 6:39 am
Forum: WML Workshop
Topic: Next question: how to trigger a "sighted" event.
Replies: 5
Views: 557

Re: Next question: how to trigger a "sighted" event.

No, the posted code was correct. Don't swap it. In a "sighted" event, the primary unit (stored in the unit variable) is the unit that just got seen. The secondary unit (stored in the variable second_unit ) is the unit who did the seeing. It sounds like you put the wrong speaker in [message].
by beetlenaut
April 15th, 2024, 5:44 am
Forum: WML Workshop
Topic: Setting multiple objectives
Replies: 5
Views: 358

Re: Setting multiple objectives

There is also [have_location]. Used with owner_side and x,y coordinates, that would check for village ownership.
by beetlenaut
April 10th, 2024, 7:39 pm
Forum: WML Workshop
Topic: Custom dialog questions
Replies: 6
Views: 1623

Re: Custom dialog questions

You seem to be unaware that you are working with an API . Every Lua gui command was specifically written and enabled by the game engine's developers. They added those commands as they needed them to build the game engine. You can't just assume that it must do any other thing you can imagine. All the...
by beetlenaut
April 4th, 2024, 7:23 pm
Forum: WML Workshop
Topic: text alignment in [message]
Replies: 18
Views: 2981

Re: text alignment in [message]

I don't know how to change the background of a dialog box at the moment either. Are you asking this because you have a dialog that works the way you want, and the background is the last part you need to fix? Or, are you asking about step eight when you haven't completed step one yet? I think the sec...