Search found 1553 matches

by monochromatic
March 17th, 2019, 1:01 am
Forum: WML Workshop
Topic: Creating a unit in the middle of a round
Replies: 2
Views: 1021

Re: Creating a unit in the middle of a round

Please clarify your intentions, by 'round' do you mean a turn? or scenario?
In any case, EventWML should have the answers you require. For instance, if you wanted to have the unit appear on turn 5:

Code: Select all

[event]
    name = turn 5
    {GENERIC_UNIT 2 (Goblin Spearman) X Y}
    # etc
[/event]
by monochromatic
May 8th, 2018, 3:15 pm
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 77
Views: 32808

Re: Removing racism from Wesnoth unit descriptions

I don't particularly mind the racism in the writing, since HttT is presumably the flagship campaign of the game and everything in the game is written from this perspective. What we should be, however, is consistent. If we want to portray all the races as equal, then I think the MP factions should be...
by monochromatic
April 28th, 2018, 9:59 pm
Forum: Ideas
Topic: [mainline] Melee "marksman"
Replies: 94
Views: 34002

Re: [mainline] Melee "marksman"

I understand that 'marksman' is a wonderful name—I like it too, plus the fact that it has been around for a long time—but shouldn't we value clarity and simplicity over legacy?
by monochromatic
April 28th, 2018, 9:54 pm
Forum: Ideas
Topic: [mainline] Melee "marksman"
Replies: 94
Views: 34002

Re: [mainline] Melee "marksman"

Why are we not using the same name for melee and ranged, again? It's a weapon special that affects chance-to-hit: if we have two names for this weapon special, why not have two names for 'magical'? Seems anti-KISS to have two terms for the exact same effect.
by monochromatic
April 23rd, 2018, 12:31 pm
Forum: Ideas
Topic: [mainline] Melee "marksman"
Replies: 94
Views: 34002

Re: [mainline] Melee "marksman"

I dislike 'proficient,' only because there are many other units proficient at their weapon of choice yet do not have this special. It also does not explain anything on its own. 'Accurate' is simple, self-explanatory, more logical, and can be used for both melee and ranged attacks.
by monochromatic
January 14th, 2018, 7:26 pm
Forum: Ideas
Topic: [mainline] Melee "marksman"
Replies: 94
Views: 34002

Re: [mainline] Melee "marksman"

'Marksman' for melee doesn't really bother me either; after all, a melee weapon increases one's reach, thus hitting the target (or the 'mark,' as it were) is in its own way a kind of ranged 'marksmanship.' If we are changing the term (I don't really think breaking Wesnoth's legacy is an argument: id...
by monochromatic
December 20th, 2017, 3:12 am
Forum: Ideas
Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
Replies: 307
Views: 79704

Re: [mainline] Renaming Khalifate for Wesnoth-ian identity

My proposal would be to divide the "human" race in a "human [Wesnoth]" and "human [Dune/Southern]" or something similar. But I would be fine with leaving it as it is now (1 human race and 1 khalifate race, though the later one should be renamed). Since the Khalifate ha...
by monochromatic
May 5th, 2015, 1:30 am
Forum: WML Workshop
Topic: "unknown scenario" error
Replies: 14
Views: 3810

Re: "unknown scenario" error

Assuming the error is still the same, are you absolutely sure that the file my_first_scenario.cfg is in a folder called scenarios ? Also is the parent folder for the entire campaign called my_first_campaign ? Check for typographical errors. Upon a second glance through, the WML seems to be fine. EDI...
by monochromatic
May 5th, 2015, 1:04 am
Forum: WML Workshop
Topic: "unknown scenario" error
Replies: 14
Views: 3810

Re: "unknown scenario" error

Ah, found it.
yonightmare wrote:

Code: Select all

	first_scenario=my_first_scenario

Code: Select all

	id=My_First_Scenario
(i.e. the IDs are case-sensitive)
by monochromatic
May 5th, 2015, 12:42 am
Forum: WML Workshop
Topic: "unknown scenario" error
Replies: 14
Views: 3810

Re: Unkown Scenario

In WML, # could denote either a comment or a preprocessor command . For example: # This is a comment. # This is another comment. #define THIS_IS_A_MACRO ID [unit] id={ID} type=Spearman side=1 x,y=1,1 [/unit] #enddef # This macro creates a side 1 Spearman at the coordinates (1,1). {THIS_IS_A_MACRO Un...
by monochromatic
April 13th, 2015, 10:28 pm
Forum: Ideas
Topic: [mainline] Necromancer stats
Replies: 4
Views: 2233

Re: [mainline] Necromancer stats

My guess is it's for balance reasons. Precisely. My understanding is that the Sorcerer and Necromancer are some of the only leveled units in the Undead faction that don't melt when faced with arcane or fire damage. Of course, this can also be achieved by Necrophages, but they, in my opinion, are ge...
by monochromatic
April 5th, 2015, 4:35 am
Forum: Users’ Forum
Topic: Steam Greenlight #2
Replies: 34
Views: 15971

Re: Steam Greenlight #2

I'm calling upon the vast powers of thread necromancy now.. Are there any updates regarding this? Is this still in consideration by the developers? I looked through most of the mailing list and the chatter regarding Steam Integration seems to have ceased entirely.. EDIT: Well noticing the lack of re...
by monochromatic
January 10th, 2015, 8:30 pm
Forum: Music & Sound Development
Topic: Change title screen music
Replies: 85
Views: 58514

Re: Change title screen music

I'll go with transcience, partly because it's a steady, neutral track tone-wise, but also because it's practically only used in story screens; hearing the title theme in-game usually implies that there's something important or pivotal going on, so any uses of that track as gameplay music in campaig...
by monochromatic
January 10th, 2015, 4:41 am
Forum: Music & Sound Development
Topic: Change title screen music
Replies: 85
Views: 58514

Re: Change title screen music

Just stopping by, briefly. Personally, I'd prefer the main menu music to start quietly, almost inconspicuously. The reasoning goes, that a definitive opening (something loud and weighty, e.g. main_menu.ogg) makes a strong, accentuated impression immediately upon opening the game. While this might so...
by monochromatic
January 18th, 2014, 1:47 am
Forum: Ideas
Topic: [mainline] Li'sar's hitpoints in HttT
Replies: 28
Views: 10033

Re: [mainline] Li'sar's hitpoints in HttT

Is there anything else we would need to do in order to get it committed? Perhaps testing?