Search found 197 matches
- April 8th, 2012, 1:16 pm
- Forum: Coder’s Corner
- Topic: New map format
- Replies: 27
- Views: 8705
Re: New map format
You're not making any sense. I reread this Thread partially and find that I did misunderstand a Point. I thought the Matter was Engine 10.10 can't load 10.11-Maps. Therefore I did suggest to implement the "Method" to ignore/skip unknown Tags to try to load a Map with with any not supporte...
- April 8th, 2012, 12:56 pm
- Forum: Ideas
- Topic: Slight Overlapping
- Replies: 8
- Views: 2285
Re: Slight Overlapping
I remember that you can have multiple [item] overlay on one hex but when dealing with [item_removal] it would mean cleaning the village off of the map if an image is not specified. It also appears to me that if image is specified in [item_removal], the code can run fairly slow (So if you were anima...
- April 8th, 2012, 12:42 pm
- Forum: Art Workshop
- Topic: Fountain
- Replies: 14
- Views: 4555
Re: Fountain
@MetalKing: Dude... http://en.wikipedia.org/wiki/Concrete#History Ancient Romans were using it. True, the art of making concrete was lost in middle ages, but still. This is in no way a modern technology. Reinforced concrete is another thing. thank for correction. I didn't know that. I did anytime r...
- April 8th, 2012, 3:52 am
- Forum: Coder’s Corner
- Topic: Command-line nogui multiplayer Wesnoth
- Replies: 9
- Views: 3795
Re: Command-line nogui multiplayer Wesnoth
Is there a way to use CLI also with guy? Perhaps LUA as Shell? *edit* At best with support for these syntaxes: $ <LUA-Code>; !@my_unit melee unit_id by melee_id ? list red enemies near [14,26] $ for system, ? For querry and ! For instruction. strings quoted to distinguish from identier (variable nam...
- April 6th, 2012, 11:53 pm
- Forum: Ideas
- Topic: Slight Overlapping
- Replies: 8
- Views: 2285
Re: Slight Overlapping
This time not a suggestion but a question. I did today check mainline villages for their shadows and noted same like ferox stated: buildings on tiles were cut by hex. Overlay-building instead keeped their shadow integer. Why got the shadows cut but much more important why are not all buildings overl...
- April 6th, 2012, 3:24 pm
- Forum: Ideas
- Topic: [split] Terrains with different Coverage-Levels
- Replies: 17
- Views: 3433
Re: [split] Terrains with different Coverage-Levels
Let's all agree that Konrad simply represents "Konrad and his female ninja bodyguards". I'd suggest you read the following thread, in which this problem (although the topic was a bit different) already has been discussed: http://forums.wesnoth.org/viewtopic.php?f=6&t=33658 The answer ...
- April 6th, 2012, 3:18 pm
- Forum: Coder’s Corner
- Topic: Yet another map generator (removed)
- Replies: 45
- Views: 27364
Re: Yet another map generator (version 0.7)
I didn't use it due to License reps. this open Source is not open to me but the presented Results looks fine. Can you include statical Map-Data like this: I create a fresh Map and define just some Properties like a River and/or a Fortress etc. Can the MapGen complete the Map well without changing th...
- April 6th, 2012, 3:16 pm
- Forum: Ideas
- Topic: [split] Terrains with different Coverage-Levels
- Replies: 17
- Views: 3433
Re: [split] Terrains with different Coverage-Levels
UAPEB is a funny Thing. I can understand Reasons for Abstractions but I don't know how Unit-Names and RPG match to UAPEB. This Abstraction is reasonable to understand that Experience done with single Units are at partially comparable with operating whole Battallions but this Abstraction have Limitat...
- April 5th, 2012, 8:52 am
- Forum: Ideas
- Topic: [split] Terrains with different Coverage-Levels
- Replies: 17
- Views: 3433
Re: [split] Terrains with different Coverage-Levels
My Idea is not about limiting the Range a Unit can see but the Range a Unit is visible depending from its Field TerrainType resp its new Attribute Coverage. Neither if that Mechanism could implemented in WML nor if it can be done just implemented reasonable in the Engine is afaik a Requirement to po...
- April 4th, 2012, 1:42 pm
- Forum: Ideas
- Topic: [split] Terrains with different Coverage-Levels
- Replies: 17
- Views: 3433
Re: [split] Terrains with different Coverage-Levels
My Point is: I think it's possible to realize a simple Mechanism to give Terrain the Attribute to cover a Unit resp. limitize the Range a Unit is visible for another Unit. A Terrain needs an Attibute with e.g an Integer-Value for Range and a Method to check if the Unit is visible by any of the Playe...
- April 4th, 2012, 1:54 am
- Forum: Ideas
- Topic: Stealth overlay
- Replies: 8
- Views: 2592
Re: Stealth overlay
My Problem with Stealth-Overlay to understand some about its Causes: There shall be something causes Stealth. Is it Fog? Is it a Hologram as Illusion? Simply a Field sucking the Unit's Appearance is something i rate to be ultra-SF. Can you tell what that Field would represent in RL or simulate? My I...
- April 4th, 2012, 12:31 am
- Forum: Ideas
- Topic: [map editor]open with last map loaded
- Replies: 5
- Views: 1425
Re: [map editor]open with last map loaded
Indeed I can see Objectives with higher Priorit. These Features concern mainly the Init-Phase of invocing the Editor. The hinted Solution with Launch-Skript should be sufficient for serious Design.
- April 3rd, 2012, 1:00 pm
- Forum: Art Workshop
- Topic: Fountain
- Replies: 14
- Views: 4555
Re: Fountain
I dont argue against Concrete but suggest some Materials/Textures: * Granite * Marble * SandStone Wesnoth plays in a Time with technological Level we associate with (romantic) MiddleAge. As we are used Artefacts from that Time (in Europe) often broken/damaged by Time/Weather/History we (often) expec...
- April 2nd, 2012, 3:07 pm
- Forum: Ideas
- Topic: [split] Terrains with different Coverage-Levels
- Replies: 17
- Views: 3433
Re: Stealth overlay
Oh, you casted the magical KISS-Spell. No, I stated my opinion. It's not a question of how simple it would be to implement, but of whether it would fit in with the KISS philosophy. Wesnoth is based on the idea that you can have in-depth gameplay with simple rules and mechanics, and without bloat fe...
- April 2nd, 2012, 1:35 pm
- Forum: Ideas
- Topic: [split] Terrains with different Coverage-Levels
- Replies: 17
- Views: 3433
Re: Stealth overlay
Oh, you casted the magical KISS-Spell. Reveal a covered Unit if another Unit nears closer than n Fields smells of AdvancedMathmatics.artisticdude wrote:That seems like it would be violating the KISS principle, IMO.