Search found 616 matches

by Wussel
March 11th, 2020, 4:59 pm
Forum: WML Workshop
Topic: Random banter using context free grammar?
Replies: 4
Views: 854

Re: Random banter using context free grammar?

Ah, I should have looked through your latest versions! Anyway that looks very doable to me. Thanks for the precise explanations. I actually do not really know anything about code as a language, I Just copy fragment faithfully until they work. Amazingly it gives results based on the quality of the fr...
by Wussel
March 9th, 2020, 4:48 pm
Forum: Ideas
Topic: [accepted, implemented] Context-free Grammar for unit names
Replies: 28
Views: 10683

Re: [accepted, implemented] Context-free Grammar for unit names

https://wiki.wesnoth.org/Context-free_grammar
found it. Now tryin to make random banter in messages like the examples. Is that possible? plz help with wml syntax. Name gen I managed on my own by copying mainline.
by Wussel
March 9th, 2020, 4:43 pm
Forum: Scenario & Campaign Development
Topic: Placing Female Units in Map Editor
Replies: 5
Views: 725

Re: Placing Female Units in Map Editor

I guess it is an idea ore feature request then. Editor should use all available genders randomly or so.
by Wussel
March 9th, 2020, 4:30 pm
Forum: WML Workshop
Topic: Random banter using context free grammar?
Replies: 4
Views: 854

Random banter using context free grammar?

https://wiki.wesnoth.org/Context-free_grammar I would like to make a simple in game message using this context free grammar. Basically like 2 random strings combined. Say Hello or Howdy and Hero or Stranger. How do I do that? I tried and I failed. Is it even possible? Purpose would be some more rand...
by Wussel
March 9th, 2020, 11:26 am
Forum: Ideas
Topic: [accepted, implemented] Context-free Grammar for unit names
Replies: 28
Views: 10683

Re: [accepted, implemented] Context-free Grammar for unit names

Ok, how do I use this? Is it used now as standard for all names? Is it part of mainline?
by Wussel
March 9th, 2020, 11:24 am
Forum: Scenario & Campaign Development
Topic: Placing Female Units in Map Editor
Replies: 5
Views: 725

Re: Placing Female Units in Map Editor

That should go to WML workshop. Not sure about the answer maybe with variation command or +female at the right spot. Good luck!
by Wussel
March 9th, 2020, 10:48 am
Forum: WML Workshop
Topic: Markovchain???
Replies: 21
Views: 3840

Re: Markovchain???

Wow, more than 10 years between posts! We really need that so called container system. I have read about this in not quit so old posts too. Is this ready as a macro anywhere? Is there a simple solution to make sure names are picked from a list without change? Can first and second names be used withi...
by Wussel
March 6th, 2020, 1:29 pm
Forum: WML Workshop
Topic: message WML auto continue? Is this a feature request or idea?
Replies: 2
Views: 590

message WML auto continue? Is this a feature request or idea?

When I noticed nemaraa using delay on messages I got the idea that an automatic continue feature for messages would be nice too.

Basically I would want the message displayed only for a given amount of seconds. With milliseconds even animations would be possible. Any chance for such a feature?
by Wussel
December 9th, 2019, 11:53 am
Forum: WML Workshop
Topic: HARD level: ideas to design it (other than gold)
Replies: 6
Views: 1264

Re: HARD level: ideas to design it (other than gold)

Maybe your focus should be on how to make easy really easy? Single most meaningful way would be to allow second and third level units to be recruited. Basically on easy there in not enough experience running around. Moreover beginner tend to loose units, which equals to loss of the little experience...
by Wussel
December 9th, 2019, 10:48 am
Forum: Art Workshop
Topic: Is there any way I can use BFW images in my games?
Replies: 7
Views: 1055

Re: Is there any way I can use BFW images in my games?

So the answer to the initial question seems to be YES. CC-BY-SA 4.0 for mainline BY requires you to give credits to the artists (or Wesnoth?) for each piece. SA means you have to make the picture (only the used art) available under the same license. That seems to apply specifically if you somehow ch...
by Wussel
October 28th, 2019, 7:15 pm
Forum: WML Workshop
Topic: Need help with terrain macro
Replies: 21
Views: 5431

Re: Need help with terrain macro

I know I did this 4 years ago, but I would like to know how this code is actually working. The reason is that I came up with a new wall design and finally realized that it would be better to get rid of the invasive endings in neighboring terrains. Basically if there is only a tile: I would want just...
by Wussel
July 26th, 2019, 6:03 pm
Forum: Art Workshop
Topic: Tycho's Ten Thousand Trinkets Thread
Replies: 37
Views: 4941

Re: Tycho's Ten Thousand Trinkets Thread

I would second the oar issue. If you want longer oars, just make them all longer. I made myself a limited palette picture which contains only TC and black and white. The purpose is to copy a layer which should be the TC parts in that picture and then move it back to the original picture. So everythi...
by Wussel
July 25th, 2019, 12:05 pm
Forum: Art Workshop
Topic: Tycho's Ten Thousand Trinkets Thread
Replies: 37
Views: 4941

Re: Tycho's Ten Thousand Trinkets Thread

Sounds great!

I went wacko on the gun ports:
grand_trireme3d.png
grand_trireme3d.png (3.95 KiB) Viewed 1493 times
by Wussel
July 24th, 2019, 11:20 pm
Forum: Art Workshop
Topic: Tycho's Ten Thousand Trinkets Thread
Replies: 37
Views: 4941

Re: Tycho's Ten Thousand Trinkets Thread

The new Basileus design vandalized for smaller ships:
grand_trireme3c.png
grand_trireme3c.png (4.29 KiB) Viewed 1541 times
grand_trireme3b.png
grand_trireme3b.png (4.52 KiB) Viewed 1541 times
grand_trireme2b.png
grand_trireme2b.png (4.17 KiB) Viewed 1541 times
Maybe good for some hero ship or so.
by Wussel
July 24th, 2019, 9:14 pm
Forum: Art Workshop
Topic: Tycho's Ten Thousand Trinkets Thread
Replies: 37
Views: 4941

Re: Tycho's Ten Thousand Trinkets Thread

Well the ships I posted have 12x2 and 16x2 rows if you look closely (instead of 6x2 and 8x2). Every second one comes out a few pixel below as you may see at the front. For practical reasons it looks like more oars in a row. There is no water in-between anymore.It is not like your extended long oars....