Search found 498 matches

by Tad_Carlucci
November 14th, 2019, 2:10 pm
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 1614

Re: Location-Based Recruit Lists?

If you have to go to so much work you have to ask: is it really necessary? And: can I get a similar effect with a totally different approach? While it's possible you've identified a new use case, and could possibly even justify changing the engine to support it, I sort of suspect a small adjustment ...
by Tad_Carlucci
November 14th, 2019, 7:31 am
Forum: Ideas
Topic: Campaign dialog log
Replies: 16
Views: 8525

Re: Campaign dialog log

This sounds like such a good idea, I vote for it being a primary goal for 1.16 or 1.17
by Tad_Carlucci
November 14th, 2019, 7:29 am
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 1614

Re: Location-Based Recruit Lists?

What he means is you would need to not only detect the tile with a mouseover event but you would need to detect if it is occupied and, if so, know the search pattern for nearby tiles, looking for an un-occupied tile, to determine the position where the new unit will appear.
by Tad_Carlucci
November 11th, 2019, 1:48 pm
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 74
Views: 108956

Re: Removing mainline campaign(s)

The discussion should occur on two levels. First: the story arc. To me, there is a jump which makes me wonder if there were not at least two camps. Those who wanted to follow the classic swords and sorcery hero's journey and those who wanted a post-apocaliptic survival story. To me, there is no warn...
by Tad_Carlucci
November 10th, 2019, 7:53 pm
Forum: Ideas
Topic: [difficulty] : add params for image + var
Replies: 10
Views: 6672

Re: [difficulty] : add params for image + var

> I know! I tend to even use "index" instead of "i" in loops, because it's much clearer. I think the name "index" is better than "i". In an array of weapons, the index would be better named "weapon_index" so you're not confused about which "ind...
by Tad_Carlucci
November 9th, 2019, 4:33 pm
Forum: Coder’s Corner
Topic: 3 directories of core Wesnoth game data
Replies: 5
Views: 2362

Re: 3 directories of core Wesnoth game data

For me, that third directory would be here I originally downloaded and built the executable.
by Tad_Carlucci
November 6th, 2019, 4:13 pm
Forum: Lua Labs
Topic: Communication with python
Replies: 3
Views: 2007

Re: Communication with python

Use Lua instead.

If you find it is possible to communicate with Pyhton, let us know. We'll probably want to close it down.
by Tad_Carlucci
November 6th, 2019, 4:07 pm
Forum: Lua Labs
Topic: questions about Wesnoth-Lua
Replies: 4
Views: 2112

Re: questions about Wesnoth-Lua

/s

"cfg" is named that to reduce the amount of work on the keypunch department, and ensure we stay within the 72-column limit for punchcards, to allow us to re-colate them should we drop the card tray.
by Tad_Carlucci
November 5th, 2019, 4:09 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 12265

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I've always had a problem with the idea that adjusting your starting gold (or carry-over from the previous scene), was the primary tool to "balance" a scene. I just can't think of an alternative which can be broadly applied. That is, until these buff-points came along. They should provide ...
by Tad_Carlucci
November 4th, 2019, 1:51 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 12265

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

To prevent hoarding from early scenes when you know you're gonna get a really nice new member in a couple more, or that the only viable unit to spend them on is going to leave you in a few.
by Tad_Carlucci
November 3rd, 2019, 4:41 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 12265

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

Another thing I was thinking of was a FIFO buffer for points. Prior to the UI to spend points, this scene has a limit (default 3 or so) scenes back from which it will accept points. Older points are permanently removed. Points expended from the UI are removed from the oldest slot first. This needs s...
by Tad_Carlucci
November 3rd, 2019, 4:36 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 12265

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I was thinking along the lines of:

* Points per turn / turns per point / fixed point, for early completion set in the victory. Default: fixed 1 point for early completion.
* Points cost set per buff
* Apply-to filter set per buff, defult apply to can-recruit only.
by Tad_Carlucci
November 1st, 2019, 12:56 pm
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 7446

Re: more difficulty levels and max gold limit

Continue the discussion there, or on GitHub Issue 4533