Search found 487 matches

by UnwiseOwl
May 12th, 2020, 4:27 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 128
Views: 37547

Re: Imperial Era

If you're willing, do to take a look at the Orbivm github. If you make changes to the files there that'll save us having to repeat your work if and when I remember down the track, and maybe the whole IE can stop being so silly.
by UnwiseOwl
May 12th, 2020, 4:06 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 128
Views: 37547

Re: Imperial Era

I'd already found and fixed this problem in a number of the marauders, but I'd missed that it occurred in the Orcei too.
Thanks for the report, I've added it to my list, and a fix will be included in the next public release version.
by UnwiseOwl
April 29th, 2020, 10:52 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 128
Views: 37547

Re: Imperial Era

I might just do that. I've been thinking of changing it from 'interrupted', after all.
by UnwiseOwl
April 28th, 2020, 10:56 pm
Forum: Faction & Era Development
Topic: Imperial Era
Replies: 128
Views: 37547

Re: Imperial Era

Thanks Atreides. Good to hear from you.

I've actually already fixed this, and it'll be working as intended in the next version.
by UnwiseOwl
April 19th, 2020, 11:28 pm
Forum: Scenario & Campaign Development
Topic: Imperial Era Campaigns
Replies: 32
Views: 14450

Re: Imperial Era Campaigns

Hi Overlord Tallin, thanks for getting in touch and thanks for the report. Looks like this was caused by something I changed in the latest version of the campaign to work with Wesnoth 1.15.3 that didn't backport into the 1.14 version of the IE properly. I've reverted this change for the 1.14 version...
by UnwiseOwl
April 19th, 2020, 12:17 am
Forum: Users’ Forum
Topic: DiD Rework Feedback
Replies: 0
Views: 1366

DiD Rework Feedback

Sorry for posting this here, but it seemed too big and unfocused for an issue on github and didn't really seem to fit the feedback threads either, given that I haven't answered the usual questions and haven't gone scenario by scenario in the usual way. It's been a long time since I've played DiD, so...
by UnwiseOwl
March 15th, 2020, 3:11 pm
Forum: Scenario & Campaign Development
Topic: Imperial Era Campaigns
Replies: 32
Views: 14450

Re: Imperial Era Campaigns

I have recently ported Up from Slavery and Gali's Contract to the current version of wesnoth. I haven't made major changes to either of these campaigns, but they are functional again, and as always, I'd appreciate feedback. I also hope to port Alfhelm at some point, though that's a bigger project an...
by UnwiseOwl
March 10th, 2020, 2:05 pm
Forum: Multiplayer Development
Topic: Help with testing Fred - Freelands MP Custom AI v0.14.15
Replies: 219
Views: 46948

Re: Help with testing Fred - Freelands MP Custom AI v0.14.15

Hi mattsc, I haven't had a chance to take much of a look lately, but you mentioned earlier that you've made Fred able to handle any era, but I couldn't get him to work with anything other than the default. If I could look at Fred and also sanity check my UMC at once, that would really help! EDIT: Ne...
by UnwiseOwl
March 9th, 2020, 6:35 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3647

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

I believe that's correct. My understanding is that the main reason to do this change for mushrooms was that it didn't follow the same rules as other composite terrains. His argument is that there is not consistent rules for composite terrains, as there are many exceptions as given in his first post...
by UnwiseOwl
March 9th, 2020, 6:08 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3647

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Please correct me if I'm wrong, but I think the major point is that the behaviour of ^Uf was fine as it was, and that a change so that in some situations (ie with different underlying layers) ^Tf will have different behaviour is not a good change. Elder would prefer that all mushrooms have the same ...
by UnwiseOwl
March 1st, 2020, 12:08 am
Forum: WML Workshop
Topic: Disabling Terrain
Replies: 1
Views: 184

Re: Disabling Terrain

Yes, you can.

If you want to match any terrain, for example, use *^*.

You can find details on the wiki here: https://wiki.wesnoth.org/StandardLocati ... g_Terrains
by UnwiseOwl
February 29th, 2020, 5:46 pm
Forum: Users’ Forum
Topic: Players are not interested in competitive?
Replies: 31
Views: 3439

Re: Players are not interested in competitive?

Iif you are willing to look at all he savefiles by hand and know wml/lua well enough you can uncover this, quite sure that this does not apply to the majority of players. I know nothing about the way the multiplayer server or savefiles work, but if humans can see this tampering I feel like it shoul...
by UnwiseOwl
February 26th, 2020, 8:50 pm
Forum: Users’ Forum
Topic: Players are not interested in competitive?
Replies: 31
Views: 3439

Re: Players are not interested in competitive?

I suspect that if we had rankings integrated into the game that people would be more likely to use play multiplayer games, and also that if there was significant use then a developer would be more likely to take a look at developing anti-cheat methods to make that system robust, but that without the...
by UnwiseOwl
February 14th, 2020, 10:02 pm
Forum: Users’ Forum
Topic: What mainline campaigns are high quality?
Replies: 24
Views: 3472

Re: What mainline campaigns are high quality?

Welp, guess I'm gonna have to play through all the mainline again to make sure I'm up to date before I vote.
by UnwiseOwl
April 16th, 2019, 6:25 pm
Forum: Scenario & Campaign Development
Topic: Imperial Era Campaigns
Replies: 32
Views: 14450

Re: Imperial Era Campaigns

Just pushed a little update to fix that. Thanks for the note.