Search found 9589 matches
- April 14th, 2020, 11:14 am
- Forum: Art Contributions
- Topic: Expanding The Great Continent - [Dunefolk Habitat]
- Replies: 123
- Views: 342067
Re: Expanding The Great Continent - [Dunefolk Habitat]
The one thing I'd be wary of is making the new southern parts overly massive. I've noticed that when expanding maps, usually geographical features tend to get bigger and bigger; in this case, there's an absolutely gargantuan desert that's about as big as the whole previously known part of the contin...
- February 22nd, 2019, 12:11 pm
- Forum: Scenario & Campaign Development
- Topic: How do you compute the path on the background map ?
- Replies: 4
- Views: 1742
Re: How do you compute the path on the background map ?
If you're familiar with GIMP you might also be interested in this (with all the mentioned caveats withstanding).
- October 13th, 2018, 7:33 pm
- Forum: WML Workshop
- Topic: moveto event with "proximity check"
- Replies: 4
- Views: 2635
Re: moveto event with "proximity check"
For starters, use quotes around formula expressions: greater_than=$($henry_x-3) #no greater_than="$($henry_x-3)" #yes Otherwise you'll run into trouble with + signs being interpreted by the preprocessor as string concatenation, and possibly other issues. That might or might not be the (onl...
- October 4th, 2018, 10:11 pm
- Forum: Technical Support
- Topic: [1.14.5] (Visual bug) Wonf rider with a pine wood on head
- Replies: 6
- Views: 4382
Re: [1.14.5] (Visual bug) Wonf rider with a pine wood on head
It's a known issue, problem is that it's cumbersome to fix since we still want some of the adjacent trees to get drawn over units. It hasn't been fixed yet pretty much because it happens very rarely. Although, admittedly, we could just tweak a few of the forest images to remove the small trees that ...
- October 3rd, 2018, 2:42 pm
- Forum: WML Workshop
- Topic: cannot get "set_extra_recruit" to work correctly
- Replies: 1
- Views: 1820
- September 30th, 2018, 9:17 pm
- Forum: Users’ Forum
- Topic: [In-depth Feedback] Sceptre Of Fire
- Replies: 15
- Views: 9045
Re: [In-depth Feedback] Sceptre Of Fire
You are correct, it's more or less what otzenpunk above mentioned. To quote myself Perhaps its a reason I blame the RnG, because I was frustrated at this scenario, trying to complete it with bad strategy, thinking its the scenario's RnG design that is broken, not my strategy. (well, at least now I ...
- September 29th, 2018, 7:08 am
- Forum: Users’ Forum
- Topic: [In-depth Feedback] Sceptre Of Fire
- Replies: 15
- Views: 9045
Re: [In-depth Feedback] Sceptre Of Fire
For what it's worth, I think the thread is fine; you've posted a link to the first scenario's feedback thread, so it's not like this can get magically lost in a few months. Anyway, one point in particular sounded odd: The main issue with this scenario is that it is really broken. Like, unlike the re...
- September 22nd, 2018, 7:53 am
- Forum: Users’ Forum
- Topic: 1 Big Map Of Wesnoth
- Replies: 8
- Views: 6189
Re: 1 Big Map Of Wesnoth
I'm afraid there isn't one.
EDIT: I seem to recall that someone did paste all the mainline maps together to create a collage of sorts, but of course it's pretty rough and I'm not sure how to find it anyway.
EDIT: I seem to recall that someone did paste all the mainline maps together to create a collage of sorts, but of course it's pretty rough and I'm not sure how to find it anyway.
- September 17th, 2018, 5:37 pm
- Forum: WML Workshop
- Topic: [SOLVED] Rendering issue with [item] tag.
- Replies: 3
- Views: 1619
Re: Rendering issue with [item] tag.
It does. If it's a 72x72 image and you want it to get drawn behind units, use image= instead of halo=.
- September 17th, 2018, 8:33 am
- Forum: Ideas
- Topic: Do healing on turn 1
- Replies: 7
- Views: 4882
Re: Do healing on turn 1
I'm pretty sure the reason is kind of twofold: 1) If the scenario starts with wounded units on the map, healing would/could happen immediately at scenario start (possibly including rest healing?), which would feel weird in side 1's case. And if side 1 doesn't get healing on turn 1, then no other sid...
- September 14th, 2018, 7:05 pm
- Forum: WML Workshop
- Topic: [SOLVED] Set remaining movement to 0
- Replies: 6
- Views: 3039
Re: Set remaining movement to 0
And in this case you don't even need to store the unit yourself; in events with a primary unit (such as enter_hex etc) you have the auto-stored $unit variable/container available, so something as simple as this would do: [set_variable] name=unit.moves value=0 [/set_variable] [unstore_unit] variable=...
- September 13th, 2018, 6:50 pm
- Forum: WML Workshop
- Topic: [SOLVED] Set remaining movement to 0
- Replies: 6
- Views: 3039
Re: Set remaining movement to 0
Except that should be:
Code: Select all
{VARIABLE unit.moves 0}
- September 4th, 2018, 1:41 pm
- Forum: WML Workshop
- Topic: Error concerning variable comparison
- Replies: 4
- Views: 2263
Re: Error concerning variable comparison
Your moveto event filter also includes terrain= which means nothing in a StandardUnitFilter unless wrapped in a [filter_location] tag (which is what you want to do there).
- August 31st, 2018, 10:44 am
- Forum: Writers’ Forum
- Topic: The Sleepless Sea
- Replies: 11
- Views: 28896
Re: The Sleepless Sea
This gave me an interesting idea. Is it possible to write around this, so there's no story conflict? So, what if a large portion of the Sleepless Sea periodically receeds for several decades and the seafloor is exposed, along with the ruins there. I don't see why not, besides possible objections so...
- August 5th, 2018, 2:46 pm
- Forum: WML Workshop
- Topic: Making a unit invisible after attacking/killing
- Replies: 4
- Views: 3122
Re: Making a unit invisible after attacking/killing
You probably need to manually (re)set the unit.status.uncovered status to "no" as well.