Search found 51 matches

by s1m0n
September 16th, 2020, 6:08 pm
Forum: Art Workshop
Topic: Art for the Return of the Darks
Replies: 26
Views: 1481

Re: Art for the Return of the Darks

I like them! The higher level could as said before have something float above his hand, to make him look mightier, but that's just a suggestion and if they don't have such projectiles that wouldn't make much sense Both have something to them, the left ones look kinda like they are suited for long wa...
by s1m0n
September 16th, 2020, 12:35 pm
Forum: Art Workshop
Topic: Art for the Return of the Darks
Replies: 26
Views: 1481

Re: Art for the Return of the Darks

To remain the spirit of the original works, I would say make them similar in shape, but give them not only a cloak but a whole robe and maybe not give them a staff but a "piece of magic" similar to the crystal of the other advancement line into or floating above (one of) their hands
by s1m0n
September 15th, 2020, 1:29 pm
Forum: Art Workshop
Topic: Art for the Return of the Darks
Replies: 26
Views: 1481

Re: Art for the Return of the Darks

the crown isn't that good, yep. and i didn't like the straight lines i the cloaks, but that looks fat, yep. thanks, I just tried something yesterday evening while I try to get more into pixel art. Otherwise, I am kind of happy with my changes, especially in the legs and the color, as said yesterday ...
by s1m0n
September 14th, 2020, 9:45 pm
Forum: Art Workshop
Topic: Art for the Return of the Darks
Replies: 26
Views: 1481

Re: Art for the Return of the Darks

Hello! Good Work here, but a few things bothered me, so I fixed them :) Attachment1: outlined are mine, black background are yours Attachment2: my Dark lvl 1 Attachment3: my Dark lvl 2 from the red suited advance tree Attachment4: my Dark lvl 3 from the red suited advance tree I did: -fix the shadow...
by s1m0n
September 9th, 2020, 7:55 pm
Forum: WML Workshop
Topic: Modifying Core Units
Replies: 11
Views: 441

Re: Modifying Core Units

That's not my problem at the moment. I can always fix this in the beta, but for now I only want all my features working
by s1m0n
September 9th, 2020, 7:47 pm
Forum: Forum Games
Topic: You just ran around.
Replies: 4
Views: 2640

Re: You just ran around.

D) Wallhack-Skills

Code: Select all

[if]
	ran_wall=true
	[then]
		[sight]
			id=s1m0n
			value=100
			walls=false
			[modify_unit]
				id=s1m0n
				die=not_under_any_circumstances
			[modify_unit]
		[/sight]
	[/then]
[/if]
Wonderful, isn't it? :mrgreen: :whistle:
by s1m0n
September 9th, 2020, 7:37 pm
Forum: Forum Games
Topic: Us are moghty orks!
Replies: 18
Views: 11564

Re: Us are moghty orks!

Wha'happen to moghty Orcse? Only Me an' ze Trolls alive now! Trolls stronk! Trolls mighty! Trolls revife the so-kaled "Forum" in the not-we-live-pleyce!
by s1m0n
September 7th, 2020, 3:42 pm
Forum: WML Workshop
Topic: Modifying Core Units
Replies: 11
Views: 441

Re: Modifying Core Units

You'll want to make sure your unit type doesn't accidentally share an id with any other active unit types (so "forester" could theoretically be problematic), because if the game tried to load two unit types with the same id, you could end up with the wrong one in a scenario... and it might not fit ...
by s1m0n
September 6th, 2020, 7:28 pm
Forum: Tournaments
Topic: [Complete] Wesnoth 1.15.4 Test Tournament
Replies: 57
Views: 2423

Re: [In Progress] Wesnoth 1.15.4 Test Tournament

i could play tomorrow 18/6pm UTC, idk about igorbat99 though
by s1m0n
September 5th, 2020, 7:59 pm
Forum: Tournaments
Topic: [Complete] Wesnoth 1.15.4 Test Tournament
Replies: 57
Views: 2423

Re: [In Progress] Wesnoth 1.15.4 Test Tournament

And igorbat99 and I need more time, didn't get to play this week
by s1m0n
September 4th, 2020, 6:46 pm
Forum: Music & Sound Development
Topic: Wesnoth sheet music
Replies: 113
Views: 49692

Re: Wesnoth sheet music

Hey there!
With this thread beig revived, I remembered I wanted to practise transcribing :mrgreen:
So maybe some time here will be some sheet from me
by s1m0n
August 31st, 2020, 4:59 pm
Forum: WML Workshop
Topic: Modifying Core Units
Replies: 11
Views: 441

Re: Modifying Core Units

What's important not to forget: you have to describe the path for units in the main.cfg, that was one of my mistakes :mrgreen: :doh:
by s1m0n
August 31st, 2020, 4:57 pm
Forum: WML Workshop
Topic: Modifying Core Units
Replies: 11
Views: 441

Re: Modifying Core Units

I wrote some other stuff before, and I'll leave it here under a spoiler for reference. Have you tried using that snippet in 1.14? If it works, then that's all you need. If not, would something like this work? (Also, Woodsman advances to Poacher, not Hunter.) [unit_type] id=Woodsman that Only Levels...
by s1m0n
August 30th, 2020, 11:08 am
Forum: WML Workshop
Topic: Modifying Core Units
Replies: 11
Views: 441

Re: Modifying Core Units

EDIT: There's a really simple way to do this. When you create the unit on the map (using the [unit] tag), include a line which says "advances_to=Poacher". To quote the wiki... advances_to : comma-separated list of unit types to which this unit can advance. Will override the default provided by the ...
by s1m0n
August 29th, 2020, 8:26 pm
Forum: WML Workshop
Topic: Modifying Core Units
Replies: 11
Views: 441

Modifying Core Units

Is there a pre-wesnoth 1.15 possibility to modify the units from the core game within a UMC? I found this [modify_unit_type] type=Woodsman remove_advancement=Bowman [/modify_unit_type] working to force the Woodsman leveling up to a Hunter working in 1.15.2 and later But my add-on is for 1.14 and I a...