Search found 652 matches

by Flameslash
April 15th, 2018, 4:06 pm
Forum: Scenario & Campaign Development
Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Replies: 4
Views: 2727

Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Updated with another scenario, and some minor balance and dialogue changes.
by Flameslash
April 14th, 2018, 8:08 pm
Forum: Users’ Forum
Topic: Question : How does an UMC campaign become part of mainline campaigns?
Replies: 10
Views: 4398

Re: Question : How does an UMC campaign become part of mainline campaigns?

Follow-up question: Is there a process for campaigns to be removed from mainline? Has one ever been removed?
by Flameslash
April 14th, 2018, 8:07 pm
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 11
Views: 5783

Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

There's a couple of Wesnoth add-ons you might want to look at. There's a no randomness mod out there somewhere that still incorporates terrain defence, basically it has the terrain reduce the damage dealt by the unit's terrain defence - so on 60% terrain, a unit will only take 40% of the maximum dam...
by Flameslash
April 14th, 2018, 6:28 pm
Forum: WML Workshop
Topic: Flameslash's Questions - Is it possible to define the traits of recruits?
Replies: 7
Views: 3515

Flameslash's Questions - Is it possible to define the traits of recruits?

Okay so I decided to make one thread for my questions from now on, rather than making loads over and over. Today I'm wondering whether it's possible to define the traits of recruits. I'm making a chase scenario, and I was wondering if I could make it so that all units recruited by the side doing the...
by Flameslash
April 14th, 2018, 3:45 pm
Forum: Art Workshop
Topic: ghype's Daily Art - Thank You!
Replies: 249
Views: 194129

Re: ghype's Daily Art #5

Got to say I really like these sprites, not only are they individually good looking, but the advancement lines are clear and cohesive.
by Flameslash
April 8th, 2018, 12:32 pm
Forum: Scenario & Campaign Development
Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Replies: 4
Views: 2727

Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

I've added another two scenarios.
by Flameslash
April 7th, 2018, 5:43 pm
Forum: WML Workshop
Topic: Problem with my addon's _main.cfg
Replies: 8
Views: 2892

Re: Problem with my addon's _main.cfg

Ah, it seems it was just the Warden which wasn't working with the binary path included - which just so happened to be the one I was spawning to check. Oops. Thank you.
by Flameslash
April 6th, 2018, 7:27 pm
Forum: WML Workshop
Topic: Problem with my addon's _main.cfg
Replies: 8
Views: 2892

Re: Problem with my addon's _main.cfg

You're absolutely right about needing a [binary_path]. I had one at one point, but ended up getting rid of it when fiddling about trying to get rid of the earlier error. However, adding it back in doesn't seem to fix the error, unfortunately. I've included how I've added the binary path, just in cas...
by Flameslash
April 6th, 2018, 6:56 pm
Forum: WML Workshop
Topic: Problem with my addon's _main.cfg
Replies: 8
Views: 2892

Re: Problem with my addon's _main.cfg

Actually, it's a lot simpler than that. I forgot to close a bracket "{~add-ons/Tale_of_the_Dunes/maps" which is kind of embarrassing. Doing that fixed it. But now the graphics of the "custom" units (I copied over the Nagas from UtBS, basically) won't show up, even though I've inc...
by Flameslash
April 6th, 2018, 6:13 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 132429

Re: Dunefolk(previously Khalifate) race description

The Wyverns could be recoloured to make them more distinct, if needed. It’s a pretty simple change to make.
by Flameslash
April 6th, 2018, 3:06 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 132429

Re: Dunefolk(previously Khalifate) race description

Fair point about the banners. Perhaps #3 could be an alternate advancement of #2, then? It's banner looks to be a similar size to #4's anyway.
by Flameslash
April 6th, 2018, 2:15 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 132429

Re: Dunefolk(previously Khalifate) race description

The Rocs look great. Will they replace the Falcon as the Dunefolk's flying scout unit? I feel as though there'd be too much overlap in visuals and in role if both were included. The Wyvern riders are pretty good, however I feel like #3 doesn't fit in as a linear advancement between #2 and #4 - he's ...
by Flameslash
April 6th, 2018, 1:43 pm
Forum: WML Workshop
Topic: Problem with my addon's _main.cfg
Replies: 8
Views: 2892

Problem with my addon's _main.cfg

Okay, so I've been stumped by this for ages now. I've compared my campaign's _main.cfg to other campaigns, from mainline and addons, and I just can't work out what the problem is. When I use this code: #ifdef CAMPAIGN_TALE_OF_THE_DUNES {~add-ons/Tale_of_the_Dunes/scenarios} {~add-ons/Tale_of_the_Dun...
by Flameslash
April 5th, 2018, 4:01 pm
Forum: Scenario & Campaign Development
Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Replies: 4
Views: 2727

Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Tale of the Dunes is a work-in-progress Dunefolk campaign, that follows the story of two cousins serving in the Dunefolk army - Kamir and Bahram. When peasants in the northern reaches of the Dunefolk's lands begin to go missing, the two cousins are sent to investigate - what they find will spark a g...
by Flameslash
April 4th, 2018, 4:51 pm
Forum: WML Workshop
Topic: A couple of dialog questions
Replies: 3
Views: 1598

A couple of dialog questions

Hi, I'm making an investigation/exploration-themed scenario, and was wondering how to set up the dialogue to work in a few ways. Firstly, I want to have a unit (any) say something upon entering a certain hex, to which another unit (specific) will reply. This part, I can do easily with a moveto event...