Search found 197 matches

by MetalKing
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...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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 ...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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...
by MetalKing
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.
by MetalKing
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...
by MetalKing
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...
by MetalKing
April 2nd, 2012, 1:35 pm
Forum: Ideas
Topic: [split] Terrains with different Coverage-Levels
Replies: 17
Views: 3433

Re: Stealth overlay

artisticdude wrote:That seems like it would be violating the KISS principle, IMO.
Oh, you casted the magical KISS-Spell. Reveal a covered Unit if another Unit nears closer than n Fields smells of AdvancedMathmatics.