Search found 652 matches
- 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.
- 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?
- 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...
- 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...
- 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.
- 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.
- 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.
- 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...
- 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...
- 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.
- 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.
- 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 ...
- 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...
- 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...
- 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...