Search found 723 matches

by Paulomat4
April 28th, 2017, 7:37 am
Forum: Art Workshop
Topic: L4 Drake sprites
Replies: 25
Views: 8517

Re: L4 Drake sprites

Now: Does anybody actually need L4 drakes? :lol:
Seeing How many lvl 4&5 Unit eras and Mods have been popping up since the Last two years i'm really Sure of that. :) I think the_gnat has been planning to add lvl 4 drakes to his Add-On...
by Paulomat4
April 11th, 2017, 9:44 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7444
Views: 1306849

Re: Legend of the Invincibles

Is anyone here actually leaving a scenario earlier because of the blood rain?
nope. It's just more annoying
by Paulomat4
April 7th, 2017, 4:14 pm
Forum: Scenario & Campaign Development
Topic: Heroes
Replies: 44
Views: 16878

Re: Heroes 1.13.6

awesome stuff! :D
by Paulomat4
April 6th, 2017, 4:51 pm
Forum: Scenario & Campaign Development
Topic: Dawn of Thunder [SP campaign for 1.14.x]
Replies: 140
Views: 53688

Re: Dawn of Thunder [SP campaign for 1.11.10 and later]

May I ask how unfinished this campaign is? (The intro post or umc list entry aren't exactly up to date.) Sure. We're in the middle of the third chapter and there's at least one more chapter planned. Each chapter has 7 scenarios so we're at 18/28 scenarios. :) I'm sure it's still going to take at le...
by Paulomat4
April 5th, 2017, 5:16 am
Forum: Art Workshop
Topic: The Gnats Franken Dungeon
Replies: 667
Views: 146068

Re: The Gnats Franken Dungeon

I think the thief portrait looks really good for a frankenportrait. The head looks a bit blurry though :/ Have you scaled it up? Maybe instead of scaling the head up you could try scaling the body down. That ought to preserve the quality while adjusting the dimensions. Anyway, good work you are doing!
by Paulomat4
April 1st, 2017, 8:02 pm
Forum: Scenario & Campaign Development
Topic: Dawn of Thunder [SP campaign for 1.14.x]
Replies: 140
Views: 53688

Re: Dawn of Thunder [SP campaign for 1.13.x and later]

Dawn of thunder version 0.1.8 has been uploaded to the add-on server! I am happy to announce that I was able to create 3 more new scenarios :D (thus we have 17 scenarios now). not many other things have changed, but here is the changelog for the sake of completeness: 0.1.8 -New Scenarios: 15, 16, 17...
by Paulomat4
April 1st, 2017, 7:55 pm
Forum: Ideas
Topic: [Interface/add-on manager] enable changelogs for add-ons
Replies: 9
Views: 3386

Re: [Interface/add-on manager] enable changelogs for add-ons

Yeah, thread necromancy :D now that the add-on manager is getting a redesign, I reminded myself of that Idea. I still think it is good, so I'd like to repropose it. Instead of using a paging widget, I could also imagine it just beeing a tooltip that pops up when you hover with the mouse over the ver...
by Paulomat4
March 26th, 2017, 4:17 pm
Forum: Art Workshop
Topic: Mechanical's art
Replies: 247
Views: 74866

Re: Mechanical's art

I really like the way you play with colors and contrast. my favourite one is the eyestalk :)
by Paulomat4
March 22nd, 2017, 5:54 pm
Forum: WML Workshop
Topic: Enlarging default unit images for portraits (1.12)
Replies: 2
Views: 770

Re: Enlarging default unit images for portraits (1.12)

For umc units you can use a new Image path function, i used it recently myself, but i forgot the Name. ~XRBZ() or something. You have to Set the Unit Sprite as Portrait and append it with the wanted scaling between the brackets
by Paulomat4
March 19th, 2017, 9:35 pm
Forum: WML Workshop
Topic: [remove_shroud] and [terrain] question
Replies: 113
Views: 22524

Re: [allow_undo] in moveto events

Okay, So i might have found a solution. [event] name=select first_time_only=no [set_variable] name=spawnlevel rand=0,1,2,3 [/set_variable] [/event] The problem about undoing things and random spawns still exist, but at least it's possible to do. I just don't know if the ai is using select events. Bu...
by Paulomat4
March 19th, 2017, 5:42 pm
Forum: WML Workshop
Topic: [remove_shroud] and [terrain] question
Replies: 113
Views: 22524

Re: [allow_undo] in moveto events

Requiring a random variable ([set_varialbe] rand=) is in internal change of the gamestate that cannot be undone without causing OOS. The game engine detects this and ignores your [allow_undo] Okay, understood :) this means you can make it undoable if you don't use rand= to determine whether a unit ...
by Paulomat4
March 18th, 2017, 6:03 pm
Forum: WML Workshop
Topic: [remove_shroud] and [terrain] question
Replies: 113
Views: 22524

[allow_undo] in moveto events

Could someone maybe clarify for me hoe [allow_undo] works? I've been working on this event which randomly spawns a crab on a moveto event. [event] name=moveto first_time_only=no [filter] side=1,2,3,4,5 [filter_location] terrain=D*^*, Hd, D* [/filter_location] [/filter] [set_variable] name=spawnlevel...
by Paulomat4
March 15th, 2017, 9:45 pm
Forum: Delfador’s Memoirs
Topic: Scenario 8: Ur Thorodor
Replies: 35
Views: 15195

Re: Scenario 8: Ur Thorodor

I'd like to remark that the Wose Shaman is missing the {AMLA_DEFAULT} Macro :)
by Paulomat4
March 15th, 2017, 7:55 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.6
Replies: 197
Views: 59306

Re: Wesnoth 1.13.6

Yup, Windows 10 here. Sometimes it seems to be stable, but Most of the time it crashes on the first Switch to the Desktop.

EDIT: gfgtdf's suggestion does not work, the game still crashes.
by Paulomat4
March 15th, 2017, 11:36 am
Forum: Scenario & Campaign Development
Topic: Oath of Allegiance [SP Desert People Campaign for 1.13.5]
Replies: 352
Views: 99602

Re: Oath of Allegiance [SP Desert People Campaign for 1.13.5

The random placement isn*t the best idea, but Wesnoth 1.13 likes to crash when switching between the game and windows, which makes it a pain in the butt to do the placement by hand.
I know that Feeling... I always note the coordinates on a piece of Paper first. :)