Search found 22 matches
- May 6th, 2019, 5:13 pm
- Forum: Faction & Era Development
- Topic: Era of Service Branches
- Replies: 0
- Views: 2086
Era of Service Branches
Greetings everyone! So I felt the urge for some asymmetric warfare, made an era, and thought I might as well share it. The basic idea is not to have well-balanced factions (although I tried having each being viable), but for each to have a very distinct feel to playing it. So I just took mainline un...
- April 15th, 2019, 5:15 pm
- Forum: Scenario & Campaign Development
- Topic: The Library of Kratemaqht [SP Campaign]
- Replies: 117
- Views: 59142
Re: The Library of Kratemaqht [SP Campaign]
In the scenario loyalty's cruel reward , lrod Jevyan and Ariphron don't load properly. It seems they are hidden by the game...I could mitigate this by inserting [unhide_unit] race=human [/unhide_unit] at the end of the first event in this scenario (or by using the "GUI debug tool" add on ...
- April 15th, 2019, 2:23 pm
- Forum: Multiplayer Development
- Topic: Mod : Advance Wesnoth Wars
- Replies: 72
- Views: 61454
Re: Mod : Advanced Wesnoth Wars
did a 0 damage on all units :( Oh my...It still works for me, but since you found a better solution anyway, there's probably no purpose to exploring that :D I just quickly tested your latest version it and it works great. However....I'm somehow back to "No Random Combats" being always ena...
- April 4th, 2019, 7:11 pm
- Forum: Multiplayer Development
- Topic: Mod : Advance Wesnoth Wars
- Replies: 72
- Views: 61454
Re: Mod : Advanced Wesnoth Wars
Hi again! I changed it with cumulative = false, and it seems to works. Check the 13.0 I just released. Tell me if still have the issue (or you spot others) I tried it, works smoothly and doesn't even have the issue I thought it had at 12.4 =) HOWEVER, to balance a little more the things, if an unit ...
- April 4th, 2019, 1:32 pm
- Forum: Multiplayer Development
- Topic: Mod : Advance Wesnoth Wars
- Replies: 72
- Views: 61454
Re: Mod : Advanced Wesnoth Wars
Hello Ruvaak! First of all, thank you so much for all the work you put into these mods! I haven't had the time to try all features yet, but since I myself played around with the concept of giving all attacks the swarm special, I wondered how your custom version of Squad Mode would work, and started ...
- March 23rd, 2019, 2:19 pm
- Forum: Multiplayer Development
- Topic: A Tech Tree Mod usable by AI players
- Replies: 2
- Views: 4448
Re: A Tech Tree Mod usable by AI players
Eagle"s 11 outlaw ranger does no get the split fire, EoMa's summoner's?Air god loses all-around as well as the EoMa Destroyers/Obliterater's all-around. Hi there, and sorry for the late reply! I just downloaded those eras and ran a quick test: I created a unit levelling into Air God or Ranger,...
- March 23rd, 2019, 1:49 pm
- Forum: Multiplayer Development
- Topic: Proper Flying Mod
- Replies: 9
- Views: 6022
Re: Proper Flying Mod
There is an error with the Image Path Function used for the add-on's icon: 20180817 22:35:28 error general: Mismatched parenthesis: ~BLIT(units/human-outlaws/thief-defend-1-2.png~RC(magenta>blue)~CROP(12,0,0,0)~BLIT(units/dunefolk/falcon.png~RC(magenta>white)~FL(horizontal)~CROP(0,8,60,40) Oh my, t...
- May 5th, 2018, 7:04 pm
- Forum: Multiplayer Development
- Topic: A Tech Tree Mod usable by AI players
- Replies: 2
- Views: 4448
A Tech Tree Mod usable by AI players
Greetings, fellow Wesnothians! I made a new modification called "Tech Tree Mod". It works by adding the unit type of units that just advanced to the recruit list, and allowing you to buy experience for units. Since AI cannot do that, it also includes the option to have specific players gat...
- September 19th, 2017, 9:29 am
- Forum: Multiplayer Development
- Topic: Squad-Scale Units Modpack
- Replies: 6
- Views: 3878
Re: Squad-Scale Units Modpack
Oh my, I didn't write this out of annoyance but just for some versatility in my games, so didn't expect that kind of flattering feedback! Thank you very much!
If you have any suggestions for those remaining 10% I might be able to fulfill with my (limited) capabilities I'd gladly give it a shot!
If you have any suggestions for those remaining 10% I might be able to fulfill with my (limited) capabilities I'd gladly give it a shot!
- March 24th, 2017, 5:29 pm
- Forum: Technical Support
- Topic: (EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
- Replies: 4
- Views: 1975
Re: Sound gone and Add-Ons not loaded - Resolves Spontaneous
It's totally speculative, but I thought maybe windows (a virus checker, another app...) was 'holding' a file which BfW could only access later. Are you compressing your scenarios? I believe that's not necessary, but in case you do maybe give it a wild shot and try without. Like the ideas, but it do...
- March 23rd, 2017, 3:14 pm
- Forum: Technical Support
- Topic: (EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
- Replies: 4
- Views: 1975
Re: Sound gone and Add-Ons not loaded - Resolves Spontaneous
Thank you! I did not expect to find anything, as no error report was displayed in-game. Seems like I'm a dork. stderr says: "20170323 16:04:30 error filesystem: Trying to open file with empty name." Anyway, I checked for any such file in the places I might have edited the past few days whi...
- March 23rd, 2017, 11:14 am
- Forum: Technical Support
- Topic: (EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
- Replies: 4
- Views: 1975
(EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
Greetings, fellow Wesnothians! So I've been encountering the same error during the past few days repeatedly, but never before: After editing one of my scenarios, I try to test it, but Wesnoth (1.12.6 in German, on Windows 10) does not load add-ons (sometimes with one specific add-on being loaded whi...
- March 12th, 2017, 12:33 pm
- Forum: Multiplayer Development
- Topic: Proper Flying Mod
- Replies: 9
- Views: 6022
Re: Proper Flying Mod
As for the flying, I think it would work better if the flier had superposition — i.e. a second map overtop the one with the terrain tiles. There are some silly ways this could be done, but it would probably be best as a mod to the engine. That'd be cool to see, but I fear this and all the changes t...
- March 3rd, 2017, 9:21 pm
- Forum: Multiplayer Development
- Topic: Proper Flying Mod
- Replies: 9
- Views: 6022
Re: Proper Flying Mod
Oh! Thanks for those quick replies (and approval, if applicable)! What about units with submerge ability in deep water then? :whistle: https://www.youtube.com/watch?v=D8vaFl6J87s&feature=youtu.be&t=54 Yeah, what about them? :D No seriously now, on account of anybody still being able to attac...
- March 3rd, 2017, 8:28 pm
- Forum: Ideas
- Topic: Large scale battle -> platoons!
- Replies: 16
- Views: 8436
Re: Large scale battle -> platoons!
Greetings! So I just saw you talking about platoons in the ideas section! Thing is, I wrote a mod doing more or less what you are talking about a few months ago ("Squad Scale Units Modpack"), you're of course free to use the material in any kind of UMC. It also includes the option to fuse ...