Search found 103 matches

by Efinari
July 11th, 2017, 4:57 pm
Forum: Multiplayer Development
Topic: Dismissal Mod
Replies: 5
Views: 3515

Re: Dismissal Mod

I worked it a little. Summary of changes: option to only permit dismissal on castles option to control the maximum level allowed to be dismissed made it so the dismissal to recall list is only available for 1.13 or later Hey, these are some neat changes. I'll have to find some time to look through ...
by Efinari
October 2nd, 2016, 10:07 pm
Forum: Multiplayer Development
Topic: Dismissal Mod
Replies: 5
Views: 3515

Re: Dismissal Mod

There is a known OOS bug in wesnoth 1.12 that happen when you recall a unit in the same scneario where it was initially created, so in wesnoth 1.12 you might want to add an option to prevent users form recalling in a scenario that was 'stored' in the same scenario (assuming 'Dismiss to Recall List'...
by Efinari
October 2nd, 2016, 8:48 pm
Forum: Multiplayer Development
Topic: Dismissal Mod
Replies: 5
Views: 3515

Dismissal Mod

(Apologies if this is the wrong board for a multiplayer mod) This thread is for discussion of my new multiplayer mod, the Dismissal Mod. Basically this mod allows you to dismiss units during a mp scenario (or campaign). At any point during your turn, right-click (context-click) one of your units and...
by Efinari
August 27th, 2016, 12:23 am
Forum: Faction & Era Development
Topic: LOTE Unit Release
Replies: 19
Views: 8906

Re: LOTE Unit Release

Good news for those of you who enjoyed the initial release: I have finally finished porting LOTE Unit Release to the latest stable version of Wesnoth (1.12)! You can find it on the add-ons list. I did a little polishing (internal stuff, the units still look the same), and the afore-mentioned map is ...
by Efinari
May 18th, 2016, 7:03 pm
Forum: Multiplayer Development
Topic: Custom era for MP campaign
Replies: 7
Views: 3076

Re: Custom era for MP campaign

I did try it without going through the [campaign] interface, and allow_era works properly. However, I don't prefer this solution because of the afore-mentioned reasons. When allow_era_choice is set to either yes or no (i.e., allow_era_choice exists, or the [campaign] tag is used at all) allow_era is...
by Efinari
May 18th, 2016, 5:53 pm
Forum: Multiplayer Development
Topic: Custom era for MP campaign
Replies: 7
Views: 3076

Re: Custom era for MP campaign

The following keys are additionally recognized in multiplayer: min_players: Minimum number of players campaign supports. Defaults to 2. max_players: Maximum number of players campaign supports. Defaults to min_players. allow_era_choice: Whether to hide era selection and use a default one when creat...
by Efinari
May 18th, 2016, 5:44 pm
Forum: Multiplayer Development
Topic: Custom era for MP campaign
Replies: 7
Views: 3076

Re: Custom era for MP campaign

I did try that, but the game seems to completely ignore it...perhaps because I'm using a [campaign] section in my _main.cfg file to actually initialize the campaign?
by Efinari
May 18th, 2016, 4:55 pm
Forum: Multiplayer Development
Topic: Custom era for MP campaign
Replies: 7
Views: 3076

Custom era for MP campaign

Can anyone tell me how to set a custom era for my multiplayer campaign? I have tried everything I can think of, but the campaign stubbornly insists on using era_default. When defining an era, should it be textdomain-multiplayer or textdomain-{CAMPAIGN_NAME}? When loading it in the _main.cfg file, sh...
by Efinari
May 18th, 2016, 4:21 pm
Forum: Multiplayer Development
Topic: End of Scenario Status Report
Replies: 7
Views: 2752

Re: End of Scenario Status Report

Thank you very much for the tips. They are very helpful and I will bear them in mind. Just to be on the safe side add persistent=yes, team_lock=yes,gold_lock=yes, income_lock=yes to human [side]s i dont know exactly why but LoW does this too so there might be a reason. "persistent=yes" mea...
by Efinari
May 18th, 2016, 2:06 pm
Forum: Multiplayer Development
Topic: End of Scenario Status Report
Replies: 7
Views: 2752

Re: End of Scenario Status Report

Ah, that is exactly what I'm seeing. Thank you very much. I should be able to do something to work around it - design a custom era, "cheat" the number of turns, etc.
by Efinari
May 18th, 2016, 1:13 pm
Forum: Multiplayer Development
Topic: End of Scenario Status Report
Replies: 7
Views: 2752

Re: End of Scenario Status Report

How does [endlevel] turn it off? I tried putting in "carryover_report=no", but that didn't affect the status report. I looked in the documentation for the [endlevel] tag and didn't see anything that looked like it would work. Can you elaborate?
by Efinari
May 18th, 2016, 2:52 am
Forum: Multiplayer Development
Topic: End of Scenario Status Report
Replies: 7
Views: 2752

End of Scenario Status Report

I am designing a multiplayer campaign (in Wesnoth 1.12.4), and I encountered something I have never seen before in my several years designing campaigns and scenarios. When the scenario ends, a message pops up listing the players and details about each one: how many units they have, how much income t...
by Efinari
May 14th, 2016, 1:34 am
Forum: Scenario & Campaign Development
Topic: Chain Lightning (Weapons Special)
Replies: 15
Views: 5905

Re: Chain Lightning (Weapons Special)

I'm looking at "Press the attack" as something a little less powerful, but also less risky, than Berserker. One could of course limit the maximum number of attacks, eg the original number of attacks times two or three. Ah, so it's like berserker with a limited number of responses, based o...
by Efinari
May 13th, 2016, 4:16 am
Forum: Scenario & Campaign Development
Topic: Chain Lightning (Weapons Special)
Replies: 15
Views: 5905

Re: Chain Lightning (Weapons Special)

These are some great ideas; thanks kjn. "Press the attack": for every successful attack, the attacker gets to do one additional attack. Once the base attacks are exhausted, they get to attack once again for each successful attack in the previous round. Eg, say the attacker have four attack...
by Efinari
May 12th, 2016, 3:14 am
Forum: Scenario & Campaign Development
Topic: Chain Lightning (Weapons Special)
Replies: 15
Views: 5905

Re: Chain Lightning (Weapons Special)

Well, I'm finally done with my year at college (as it happens my final year) and back to the forums and the coding. As a sort of "Hello and welcome back," I have taken my first step towards turning this into a whole pack of specials/abilities by adding a weapon special. You can read about ...