Search found 506 matches

by octalot
October 27th, 2020, 5:05 pm
Forum: WML Workshop
Topic: [store_unit_defense]
Replies: 6
Views: 171

Re: [store_unit_defense]

Bugfix and example/unit test: #5246
by octalot
October 27th, 2020, 4:07 pm
Forum: WML Workshop
Topic: [store_unit_defense]
Replies: 6
Views: 171

Re: [store_unit_defense]

I've just tried to write a unit test for it, and think it's had a typo in it since 1.15.3.
by octalot
October 26th, 2020, 9:50 am
Forum: Technical Support
Topic: Trouble changing language in 1.15
Replies: 1
Views: 53

Re: Trouble changing language in 1.15

It's the globe symbol in the bottom-right corner of the title screen.
by octalot
October 24th, 2020, 6:47 pm
Forum: Technical Support
Topic: Elves' Last Stand
Replies: 4
Views: 148

Re: Elves' Last Stand

In 1.14 you have to win before they'll turn up. That was changed between 1.12 and 1.14, in c565f92af248842b22d3ad3705ba333d163d6923 . > I'm not sure what you're talking about, to be honest. Can you provide more details? I'm reckonin' the elf's playing LoW S07, an' he's a-hoping that we're going to b...
by octalot
October 24th, 2020, 8:48 am
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 7
Views: 297

Re: Questions about [event] name=time over

Lua arrays use 1-based indices. So wesnoth.get_units { side = winning_sides[0] } is the same as wesnoth.get_units {} . Your code should also check whether one of the winning sides is_local - and searching for code that uses that gives examples of how to do this. The Creep War add-on's am_i_victoriou...
by octalot
October 22nd, 2020, 1:22 am
Forum: WML Workshop
Topic: Picking your own team color
Replies: 4
Views: 126

Re: Picking your own team color

I haven't tested this, but think it should be:

Code: Select all

[modify_side]
    side=1
    color=$my_color
[/modify_side]
by octalot
October 19th, 2020, 4:48 am
Forum: WML Workshop
Topic: A hex that kills a unit who passes through it
Replies: 8
Views: 180

Re: A hex that kills a unit who passes through it

The AI will know that walking on the hex will kill an AI unit? I was thinking the AI would be oblivious. That changes everything. Ah no, the AI won't know, unless you give it an [avoid] instruction. To my dismay, I could not find a simple, widely-applicable way to filter by whether a unit can fly. ...
by octalot
October 19th, 2020, 1:02 am
Forum: WML Workshop
Topic: A hex that kills a unit who passes through it
Replies: 8
Views: 180

Re: A hex that kills a unit who passes through it

Given that no unit will ever want to walk through it, maybe just stick an Impassible Overlay on the hex so that nothing walks through it. Seems fairer to the player. With your event code, you're trying to debug two problems at the same time - if either the event filter or the kill filter doesn't mat...
by octalot
October 18th, 2020, 12:48 pm
Forum: Multiplayer Development
Topic: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?
Replies: 17
Views: 976

Re: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?

Introducing a new terrain type to solve a minor(!) graphical problem is a horrible solution, in my opinion, and will create many more problems than it solves. I meant adding a new terrain (terrain-code, graphics and description), but still using the existing movement stats for fungus. Not a whole n...
by octalot
October 17th, 2020, 3:31 pm
Forum: Multiplayer Development
Topic: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?
Replies: 17
Views: 976

Re: What do you think about the looks of new mushroom grove terrain in 1.15 Wesnoth?

the terrain wouldn't fulfill it's intended purpose anymore (slowing down fishes), therefore the serious playability of this otherwise extremely well-balanced map would go down on the drain. We can't have that, so we're left with... whatever this is. An idea for a terrain that would fit that purpose...
by octalot
October 14th, 2020, 2:09 pm
Forum: WML Workshop
Topic: Adding moves to a unit after it has attacked
Replies: 24
Views: 485

Re: Adding moves to a unit after it has attacked

I doubt that the AI knows how to use disengage. I think it only gets 3 units with it in the whole campaign; those are in S09, they're in a fairly poor tactical position, and the player gets a bonus if they survive (which is hinted at when they appear). The 2-turn pattern that you describe with battl...
by octalot
October 13th, 2020, 7:56 am
Forum: WML Workshop
Topic: Adding moves to a unit after it has attacked
Replies: 24
Views: 485

Re: Adding moves to a unit after it has attacked

I just got really confused wondering how disengage worked, until I realised that it also relies on movement_used=0 in Scout.cfg's [attack] tags. So the ABILITY_DISENGAGE_EVENTS code isn't giving moves back, instead it's taking moves away from units that didn't have full movement points beforehand. I...
by octalot
October 6th, 2020, 12:03 pm
Forum: Art Contributions
Topic: LordBob's random stuff : Nagas and more
Replies: 233
Views: 66335

Re: LordBob's random stuff : Nagas and more

I'm not Beetlenaut, but feel like collecting info: The sailors are loyalists, crewing the regular ferry between the Isle of Alduin and the mainland. There's already a portrait for the same ship's captain, in captain.png . The ferry carries passengers including nobles, as well as cargo. There's a sin...
by octalot
September 24th, 2020, 11:02 am
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 7
Views: 297

Re: Questions about [event] name=time over

AFAICS it's all in data/multiplayer/eras.lua , and it's triggered by an [event]name="time over" in data/multiplayer/eras.cfg. Looks as if you can disable it by setting (in WML) show_turns_over_advantage = no , and then use your own modified version of it instead. Awarding victory to one side can pro...
by octalot
September 22nd, 2020, 5:29 pm
Forum: Technical Support
Topic: (15.4/15.5) (HttT) Lisar Loses Sceptre of Fire upon Leveling Up
Replies: 7
Views: 409

Re: (15.4/15.5) (HttT) Lisar Loses Sceptre of Fire upon Leveling Up

Thanks for reporting and debugging. Attached is a fixed version of the original savefile (just changed variation="" to variation="sceptre" ) - this works correctly when the level-up is done with the latest dev version (post 1.15.5), but the variation is still lost if this file is loaded in to 1.15.4...