Search found 1568 matches

by Lord-Knightmare
July 5th, 2021, 12:49 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.14 (1.16 Beta 1)
Replies: 26
Views: 2368

Re: Wesnoth 1.15.14 (1.16 Beta 1)

Hello. I'm experiencing a bug that appears to prevent the experimental AI from recruiting any units at all. The king just sits there until he gets attacked. I'm attaching a screenshot: I don't know how you got this but the experimental AI is working fine for me in MP. can you elaborate on the error...
by Lord-Knightmare
July 4th, 2021, 8:43 pm
Forum: Scenario & Campaign Development
Topic: SP Campaign - Mercenary Band (for 1.15/1.16)
Replies: 30
Views: 4167

Re: SP Campaign - Mercenary Band (for 1.14)

continuation of my playthrough Scenario 5 1. If you see my replay, you can tell what kind of joke I made out of this scenario. 2. I initially game-overed by nuking the Grand Marshal...but I just trapped him later on. 3. enemy forces didn't really seem enough Scenario 6 1. This felt more XP farm than...
by Lord-Knightmare
July 4th, 2021, 4:58 pm
Forum: Scenario & Campaign Development
Topic: SP Campaign - Mercenary Band (for 1.15/1.16)
Replies: 30
Views: 4167

Re: SP Campaign - Mercenary Band (for 1.14)

Oh wait, I have upgraded my stupid stupid nightly flatpak to 1.17 - you'll have to get the changes from addons.wesnoth.org. Does anyone know where I can find 1.15 for Ubuntu? You don't need a matching client version to upload something to an add-ons server - it's also possible to access different v...
by Lord-Knightmare
July 4th, 2021, 4:52 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.14 (1.16 Beta 1)
Replies: 26
Views: 2368

Re: Wesnoth 1.15.14 (1.16 Beta 1)

[store_time_of_day] seems broken. Can someone please confirm that? And something is wrong with sound: {QUAKE "cave-in.ogg"} plays cave-in.ogg two times. [sound] name=fire.wav [/sound] plays fire.wav two times [message] speaker=narrator message="bla bla bla." image=wesnoth-icon.p...
by Lord-Knightmare
July 3rd, 2021, 9:23 pm
Forum: Scenario & Campaign Development
Topic: SP Campaign - Mercenary Band (for 1.15/1.16)
Replies: 30
Views: 4167

Re: SP Campaign - Mercenary Band (for 1.14)

I had to download this from the website, since it crashed the 1.15.14+dev game client for some reason. Okay, so offering my feedback before heading off to bed. Found a lot of bugs too. 1. Loyal Elvish Shaman spawned on Deep water. Bug 2. Scenario sort of tries to end when only the orc leader is kill...
by Lord-Knightmare
July 3rd, 2021, 12:57 pm
Forum: Website
Topic: Is it possible to recover an add-on passphrase?
Replies: 1
Views: 200

Re: Is it possible to recover an add-on passphrase?

scio-nullus wrote: July 3rd, 2021, 12:08 pm I lost one of mine, and since there is a warning that they are stored in plain text I presume it is possible to access them somehow?
Contact the add-ons server admin and recover it, stating a valid reason if asked.
by Lord-Knightmare
July 2nd, 2021, 2:49 pm
Forum: Scenario & Campaign Development
Topic: SP Campaign - Mercenary Band (for 1.15/1.16)
Replies: 30
Views: 4167

Re: SP Campaign - Mercenary Band (for 1.14)

Scio, you have uploaded Mercenary Band for 1.15.0-1.15.13, but not 1.15.14+. I can see it but my client won't let me download it. Can you upload for the 1.15.14 as well?
by Lord-Knightmare
July 1st, 2021, 5:01 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

If I understood it correctly, the old AI controller was removed from the mainline campaigns because it was too complicated and not intuitive enough. If you make Beetlenaut's AI controller just as complicated, what have we gained? Couldn't we have kept the old Ai controller right away? The AI contro...
by Lord-Knightmare
June 30th, 2021, 8:39 pm
Forum: Multiplayer Development
Topic: The Fall Of Trent - A Multiplayer RPG
Replies: 51
Views: 24578

Re: The Fall Of Trent - A Multiplayer RPG

20210701 02:31:12 error engine: Unknown next scenario 'Return_To_Trent' 20210701 02:31:12 error engine: Some of the possible next scenarios are missing, you might not be able to finish this campaign. Please report the following missing scenario to the campaign’s author: • Return_To_Trent Once this ...
by Lord-Knightmare
June 30th, 2021, 5:53 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

If I understood it correctly, the old AI controller was removed from the mainline campaigns because it was too complicated and not intuitive enough. If you make Beetlenaut's AI controller just as complicated, what have we gained? Couldn't we have kept the old Ai controller right away? The AI contro...
by Lord-Knightmare
June 30th, 2021, 4:19 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

I am currently testing this in a scenario of mine, and I have to say, it's quite nice. However, compared to the previous (now deprecated one), it lacks some things. These things are the modification of the AI aspects of aggression and caution and assigning protection and targeting details. Perhaps, ...
by Lord-Knightmare
June 30th, 2021, 9:42 am
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

Adamant14 wrote: June 29th, 2021, 9:01 pm Done

https://github.com/wesnoth/wesnoth/pull/5911
You may want to make a fresher one, as upon checking it, I see something went wrong...horribly. :shock:
by Lord-Knightmare
June 29th, 2021, 6:12 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 607

Re: Improved AI Ally Control

I am in favor of not removing the AI controller without replacement, but replacing it with the Beetlenaut tool.
Who else?
File a FR request at the wesnoth github repo. I can give a thumbs up. however, it can be for the 1.17/master one though.
by Lord-Knightmare
June 29th, 2021, 4:08 pm
Forum: Scenario & Campaign Development
Topic: A Goblin Adventure - Short SP Campaign
Replies: 41
Views: 11116

Re: A Goblin Adventure - Short SP Campaign

You can use attribute recall_cost in [unit] and [unit_type]. And apparently there is [effect] apply_to=recall_cast.
Yeah, this is a lot simpler from what I had recommended and should be more appropriate.
by Lord-Knightmare
June 29th, 2021, 4:02 pm
Forum: Scenario & Campaign Development
Topic: A Goblin Adventure - Short SP Campaign
Replies: 41
Views: 11116

Re: A Goblin Adventure - Short SP Campaign

Some tips: Non-rider goblin's units can't raise over the level 1, therefore it's always disadvantageous to recall them for 20 gp; I would suggest to recall goblin archer, goblin Impaler, and goblin swordsman with 13 gp only. Anyway a level 1 goblin gains 3 HP with the AMLA_DEFAULT, so it can be pro...