WML Guide: feedback requested
Moderator: Forum Moderators
- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
Thanks! The image does seem to have moved since I wrote the campaign. I've updated it on the server.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
-
- Posts: 488
- Joined: August 4th, 2019, 5:27 pm
- Contact:
Re: WML Guide: feedback requested
Sorry for some bizarre feedback but I can't find out how to complete the first scenario on the highest difficulty. There's no much trouble on Easy and Medium, but on Hard the enemy outnumbers me completely and just breaks defense line at night. Tried both Heavy Infantry and Spearmen line. Could you give a hint on this?
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
Get both kinds of magic users and some soldiers. Set up a line between two of the villages with soldiers holding the ends. Use the mages (including the leader) to destroy the enemy units, then use the other soldiers to fill in the gaps. Don't attack with your spearmen or infantrymen at night unless the retaliation would be very small or none. They just need to hold the line. You can also bank for the first two turns to get one more unit. In the .gz replay, I got a little lucky with one DA I do admit, so I did it again. The second time, I didn't finish up in as good a condition, but I still won.
- Attachments
-
- WMLG-Darth Syntax replay.gz
- Played in BfW 1.14.7
- (12.59 KiB) Downloaded 171 times
-
- WMLG-Darth Syntax replay.bz2
- Played in BfW 1.14.7
- (12.5 KiB) Downloaded 174 times
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
-
- Posts: 488
- Joined: August 4th, 2019, 5:27 pm
- Contact:
Re: WML Guide: feedback requested
Yeah, I've completed it, thank you very much!
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
-
- Posts: 488
- Joined: August 4th, 2019, 5:27 pm
- Contact:
Re: WML Guide: feedback requested
Btw when I've searched for a demo campaign, I couldn't find renowned "A Simple Campaign" on the add-on server, only yours
Co-founder and current maintainer of IsarFoundation, Afterlife Rated and overall Wesnoth Autohost Project
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Developer and maintainer of my fork of World Conquest, Invincibles Conquest II
Re: WML Guide: feedback requested
"A Simple Campaign" is 1.12 only, while "WML Guide" is 1.14 only.dwarftough wrote: ↑August 17th, 2019, 10:10 am Btw when I've searched for a demo campaign, I couldn't find renowned "A Simple Campaign" on the add-on server, only yours
- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
WML Guide has been updated for 1.16. There are some improvements like more web links and a readme file showing the directory structure. The WML is also updated to be more modern.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: WML Guide: feedback requested
I have so many copies of WML_Guide on my computer. Thanks for writing it.
On to my feedback!
In _main.cfg:
What happens if the textdomain was
I find the textdomain abbreviations annoying. The worst is Liberty with wesnoth-l
Should this have a plus sign or not? It would be nice if the + was explained in this context.
In 01_Darth_Syntax:
It would be tidier if
And maybe include a
In scenario 02_Bad_Bug:
Maybe emphasis that
It would be nice if you added a helper to harry by including a
Maybe say something about
In units/Watcher.cfg:
Maybe comment about
In the comment about the [event] at the end, maybe mention that an id= and first_time_only=no might be needed here for the events.
On to my feedback!
In _main.cfg:
Code: Select all
# You should use "wesnoth-" plus the abbreviation of the campaign in lower case.
#textdomain wesnoth-wmlg
name=wesnoth-WML_Guide
? Is this a convention or a must?I find the textdomain abbreviations annoying. The worst is Liberty with wesnoth-l
Code: Select all
[units]
{~add-ons/WML_Guide/units}
[/units]
In 01_Darth_Syntax:
It would be tidier if
[leader]
was used inside of [side] to differentiate unit attributes from side attributes.And maybe include a
save_id
or comment about it?In scenario 02_Bad_Bug:
Maybe emphasis that
type=Red Mage
is still needed in the definition even if harry has advanced in the previous scenario. I've seen many leave this out.It would be nice if you added a helper to harry by including a
[unit]
inside of [side] to show that it can be done either from side or later on in prestart.Maybe say something about
[object] [filter]
? It can be omitted in this case.In units/Watcher.cfg:
Maybe comment about
advances_to=null
and add an {AMLA_DEFAULT} to itIn the comment about the [event] at the end, maybe mention that an id= and first_time_only=no might be needed here for the events.
- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
Thank you so much for all your feedback! I finally had some time to address it.
For that same reason, I decided not to add
I did forget {AMLA_DEFAULT}, and I added a note about
This is just a convention as far as I know, so I added that to the note.
This was necessary a long time ago, but the mainline campaigns haven't used the
+
here for years. I am following their example, assuming that they are using WML best practices and conventions.For that same reason, I decided not to add
[leader]
or save_id
. None of the mainline campaigns use them unless they need to. (Adding [leader]
might be a nice convention to adopt, but it's not currently the style.)That was simply a mistake on my part. I have always included a type anyway, so I didn't even realize that a scenario would break without it. I added that to the note. In the case of
[object] [filter]
, I included that intentionally, but I did add a note about it.I thought about this, but decided against it as well. My goal was never to show all the ways a tag could be used, but to give people enough to get going. I did add a link to the SideWML page though to make it easier to find.
I did forget {AMLA_DEFAULT}, and I added a note about
advances_to=null
. I also added the tip about first_time_only=no
, but id=
isn't necessary (going by the mainline campaigns again.)You're welcome! I'm glad it has helped.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: WML Guide: feedback requested
This convention is one where UMC has already been splitting from mainline, and I support having the full name for UMC, as there's less chance of a clash between add-ons. Examples already using this arebeetlenaut wrote: ↑December 18th, 2021, 7:55 amThis is just a convention as far as I know, so I added that to the note.
wesnoth-Ageless_Era
, wesnoth-After_the_Storm
and wesnoth-To_Lands_Unknown
.In _main.cfg:
Code: Select all
# This is a note to translators. The "po" makes sure they see it.
# po: The WML_Guide campaign should not be translated in the normal way. It should be copied and reposted with a new name because the most important strings to translate are actually the WML comments. Call it something like: "WML_Guide (español)" or "Modelo_de_WML".
# po:
won't be shown to the translators, because it isn't immediately followed by a translatable string. In the translation tools these comments are shown as hints about that specific line (multiline comments work, but only if each line of the block starts with # po:
). Wiki docs: GettextForWesnothDevelopers#Notes_to_the_translators- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
OK, I'll change the note about the text domain, but I don't know what I should do with the translator note in this case.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: WML Guide: feedback requested
This is unclear to me. If the [event] is given in the unit definition, does that event get injected for each unit that is recruited/spawned or is it only done once after the first one is spawned/recruited? I really don't know.beetlenaut wrote: ↑December 18th, 2021, 7:55 am I also added the tip aboutfirst_time_only=no
, butid=
isn't necessary (going by the mainline campaigns again.)
If it is once, then yeah, the id= won't be necessary. But if it's injected per unit, then we might have a bug in mainline in all those that don't have an id
- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
It's injected one time only. The game must check to see if the event is already present before adding it.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: WML Guide: feedback requested
Hi beetlenaut,
I looked up WML Guide,
Usefull tool,
A question : is it possible to force in main.cfg the use of the addon units with the same id as the standard ones.
This for saving time while testing. Or, can I even put a mirror in the core units folder f.i. SpearmanX instead of Spearman.
I am looking at a possibility to test my custom units freely in all campaigns to have a huge testing area.
I can put my units temporary in the core but I prefer not touching the core, just adding to it.
Maybe a Modification?
greetings, Leo
I looked up WML Guide,
Usefull tool,
A question : is it possible to force in main.cfg the use of the addon units with the same id as the standard ones.
This for saving time while testing. Or, can I even put a mirror in the core units folder f.i. SpearmanX instead of Spearman.
I am looking at a possibility to test my custom units freely in all campaigns to have a huge testing area.
I can put my units temporary in the core but I prefer not touching the core, just adding to it.
Maybe a Modification?
greetings, Leo
- beetlenaut
- Developer
- Posts: 2828
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: WML Guide: feedback requested
The standard units are always loaded, so this will cause errors. I'm pretty sure that the only way around this would be to delete the core units.
This works and is easy to set up quickly. You could add a folder to
data/core/units
with all your custom units in it. However, you would still need to modify the campaigns to use the units or use debug commands to insert them manually.This would keep everything self-contained and out of the core, and could be made to modify the campaigns' recruit lists automatically. It's probably the best option. (I could be missing something about modifications because I've never made one before, but I think this is right.)
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide