Search found 105 matches

by MoonyDragon
February 22nd, 2020, 6:40 am
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Versions 1.0.3 and 1.0.4 have been released! I have just started the campaign but I have a bad habit of not finishing them so I'll just offer some early feedback for now. Playing on 1.14.9. - Tropical themed maps and weather effects look really nice. I'm happy to hear that the maps left a good visu...
by MoonyDragon
February 19th, 2020, 4:41 am
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Version 1.0.2 has been released! This patch fixes some balance problems in the early scenarios. The gameplay experience has also been enhanced by giving certain allies (spoiler alert) their own side. All important issues seem to be addressed, so I expect 1.0.2 to become rather stable for some time....
by MoonyDragon
February 18th, 2020, 1:31 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Version 1.0.1 has been released!

While the icon is now shown when connecting through the wesnoth client, I see only a blank space on the add-on website. In case somebody wants to help, you can see a copy of the _server.pbl contents in the _main.cfg file (without passphrase and email of course).
by MoonyDragon
February 17th, 2020, 7:06 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Palms amid Blue Dunes [Dunefolk Campaign]

Hello everyone, I am glad to introduce the campaign "Palms amid Blue Dunes" to the wesnoth community! It has been a pet project of mine for quite a time, experiencing varying degrees of productivity and interest. And as with all projects, it is a most rewarding feeling to finally announce ...
by MoonyDragon
February 17th, 2020, 3:15 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 3799

Re: help for add-ons

The event prerecruit is more fitting for modifications of newly recruited units. It accepts the filters [filter] for the recruited and [filter_second] for the leader. I set the following code to apply to human-controlled leaders and all their recruits. To make the recruited unit loyal, use [modify_u...
by MoonyDragon
February 17th, 2020, 2:28 pm
Forum: WML Workshop
Topic: Animation of storm
Replies: 6
Views: 1391

Re: Animation of storm

I'm not sure how you concluded that this exists only in 1.15.2+dev? I used 1.14.9 and it happened with that. Yes, the addition of the x,y will not remove all other images, but it will remove all images occupying that hex (which is 2 hexes above where the player moved to) along with the lightning. I...
by MoonyDragon
February 17th, 2020, 2:14 am
Forum: WML Workshop
Topic: Animation of storm
Replies: 6
Views: 1391

Re: Animation of storm

There is a problem with this code because remove_item is broken, there's github ticket about it somewhere. The remove_item code will remove all images from your map, not just the lightning_image. I know because that's what happened to me when I tried using the LIGHTNING_HITS_HEX macro for my mod :)...
by MoonyDragon
February 8th, 2020, 1:42 pm
Forum: WML Workshop
Topic: How to add custom terrain type
Replies: 2
Views: 467

Re: How to add custom terrain type

I assume that you want to add a custom terrain to your own add-on as hacking into wesnoth is a rather ugly solution. So let's begin explaining the process step-by-step, using the fictitious "add-ons/My_Cool_UMC/". 1. You need to reference the folder containing the terrain files into your _...
by MoonyDragon
February 8th, 2020, 12:52 pm
Forum: WML Workshop
Topic: Ability Sleep & Stun
Replies: 11
Views: 2003

Re: Ability Sleep & Stun

In short, you need to include a _server.pbl file into the folder containing your add-on (e.g. "add-ons/My_Awesome_Era/"). You will find all the required keys and more information here , Simply use this skeleton file and fill in the necessary keys: _server.pbl If you have done this, use the...
by MoonyDragon
February 7th, 2020, 4:30 pm
Forum: WML Workshop
Topic: Ability Sleep & Stun
Replies: 11
Views: 2003

Re: Ability Sleep & Stun

If you want to learn the basic workings of a campaign, you can do so on an example made for exactly this purpose. The add-on "WML Guide" by beetlenaut provides a campaign skeleton (a campaign stripped to the bare minimum) with explanatory comments in the code. At least that's how I learned...
by MoonyDragon
February 7th, 2020, 4:23 pm
Forum: WML Workshop
Topic: unit move on lava
Replies: 12
Views: 1357

Re: unit move on lava

To overwrite some aspects of unit movement, use the [movement_costs] and [defense] tags as described here . Given that lava is a variation of / alias of unwalkable terrain, you will have to change movement on the unwalkable= key of the tags named above. To allow your unit to walk on lava, include th...
by MoonyDragon
February 4th, 2020, 3:58 pm
Forum: WML Workshop
Topic: Animation of storm
Replies: 6
Views: 1391

Re: Animation of storm

Hi there! I assume you want to include your lightning as a part of some (start/moveto/???) event. In that case, you can easily animate a lightning by including this macro into your scenario file: EDIT: Changed the LIGHTNING_HITS_HEX macro to circumvent a bug related to [remove_image]. (suggested by ...
by MoonyDragon
February 4th, 2020, 3:34 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 3799

Re: help for add-ons

I tested the mod on Wesnoth 1.14.9 and had had the same problem... Until I took a closer glance at the code and saw that you need to have a leader on the village rubble terrain in order to rebuilt the village. If you are annoyed by this requirement, simply comment out all canrecruit= tags. EDIT: Als...
by MoonyDragon
February 4th, 2020, 4:22 am
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 3799

Re: help for add-ons

It seems (as Pentarctagon has already stated) that terrain building macros aren't defined until either the editor, multiplayer or singleplayer has been started. To propose a quick fix to your problem, I suggest to simply copy them into the mod file. Insert this into the healertent_mod.cfg file: #def...
by MoonyDragon
January 26th, 2020, 11:23 pm
Forum: Scenario & Campaign Development
Topic: Looking for someone to test a Knalgan campaign for balance
Replies: 8
Views: 1249

Re: Looking for someone to test a Knalgan campaign for balance

Though you requested gameplay & story feedback, I think a little bit of optimisation doesn't hurt either ^^ I noticed that you duplicated many files from core/images/story/ to Knalgans_Of_Steel/images/story/, which takes unnecessary extra space. Since the paths are identical, you can simply dele...