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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dirus</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-11-04T22:35:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12227</id>
		<title>User:Ayin/Multiplayer campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12227"/>
		<updated>2006-10-26T22:27:05Z</updated>

		<summary type="html">&lt;p&gt;Dirus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Status of multiplayer campaigns development ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer campaigns are currently more or less supported by the engine. Multiplayer scenarios, like single-user scenarios, may specify the &amp;lt;tt&amp;gt;next_scenario&amp;lt;/tt&amp;gt; flag. The &amp;lt;tt&amp;gt;side_id&amp;lt;/tt&amp;gt; flag is used to ensure continuity between scenarios.&lt;br /&gt;
&lt;br /&gt;
The following points, however, are missing to have an actual {{&amp;quot;|multiplayer campaigns}} support:&lt;br /&gt;
&lt;br /&gt;
* Add some GUI for campaigns. Currently, campaigns which span over multiple scenarios are possible... But all scenarios will be displayed in the normal {{&amp;quot;|scenario selection}} box of the lobby.&lt;br /&gt;
see &amp;quot;allow_new_game&amp;quot; in [[ScenarioWML]]&lt;br /&gt;
&lt;br /&gt;
* Add some way to hide opponents. Currently, all present sides are available in MP games: this is impossible for a MP scenario designer to specify AI-only sides (NPC sides) which cannot be taken by players.&lt;br /&gt;
* Either:&lt;br /&gt;
** Have some way to specify that a side cannot be taken by an AI&lt;br /&gt;
** ...or teach the AI to use recall lists (think: player adding a AI-ally instead of a human one).&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure what you&#039;re looking for here, it sounds like two issues. 1 you can see the AI, and 2 you don&#039;t want players on the same team as the AI.&lt;br /&gt;
&lt;br /&gt;
[[SideWML]] has something for both of those.  The ill named &amp;quot;allow_player&amp;quot; has been around since May and it lets you hide a side.  And you can use &amp;quot;side_lock&amp;quot; to prevent the creator from changing the team of a particular side before a game starts.&lt;br /&gt;
&lt;br /&gt;
That said, it would be nice for the AI to know how to use recall lists.&lt;/div&gt;</summary>
		<author><name>Dirus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12215</id>
		<title>User:Ayin/Multiplayer campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12215"/>
		<updated>2006-10-25T06:32:44Z</updated>

		<summary type="html">&lt;p&gt;Dirus: informing user&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Status of multiplayer campaigns development ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer campaigns are currently more or less supported by the engine. Multiplayer scenarios, like single-user scenarios, may specify the &amp;lt;tt&amp;gt;next_scenario&amp;lt;/tt&amp;gt; flag. The &amp;lt;tt&amp;gt;side_id&amp;lt;/tt&amp;gt; flag is used to ensure continuity between scenarios.&lt;br /&gt;
&lt;br /&gt;
The following points, however, are missing to have an actual {{&amp;quot;|multiplayer campaigns}} support:&lt;br /&gt;
&lt;br /&gt;
* Add some GUI for campaigns. Currently, campaigns which span over multiple scenarios are possible... But all scenarios will be displayed in the normal {{&amp;quot;|scenario selection}} box of the lobby.&lt;br /&gt;
see &amp;quot;allow_new_game&amp;quot; in [[ScenarioWML]]&lt;br /&gt;
&lt;br /&gt;
* Add some way to hide opponents. Currently, all present sides are available in MP games: this is impossible for a MP scenario designer to specify AI-only sides (NPC sides) which cannot be taken by players.&lt;br /&gt;
* Either:&lt;br /&gt;
** Have some way to specify that a side cannot be taken by an AI&lt;br /&gt;
** ...or teach the AI to use recall lists (think: player adding a AI-ally instead of a human one).&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure what you&#039;re looking for here, it sounds like two issues. 1 you can see the AI, and 2 you don&#039;t want players on the same team as the AI.&lt;br /&gt;
&lt;br /&gt;
[[SideWML]] has something for both of those.  The ill named &amp;quot;allow_player&amp;quot; has been around since May and it lets you hide a side.  And you can use &amp;quot;side_lock&amp;quot; to prevent the creator from changing the team of a particular side before a game starts.&lt;/div&gt;</summary>
		<author><name>Dirus</name></author>
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=11942</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=11942"/>
		<updated>2006-10-03T03:06:16Z</updated>

		<summary type="html">&lt;p&gt;Dirus: /* the [side] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [side] tag ==&lt;br /&gt;
&lt;br /&gt;
The [side] tag is used to describe a side in a particular scenario.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;side&#039;&#039; a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;controller&#039;&#039; how moves for this side should be inputted.&lt;br /&gt;
** &#039;ai&#039; the Wesnoth AI makes this side&#039;s moves. This is the default setting.&lt;br /&gt;
** &#039;human&#039; a player controls this side&#039;s moves.&lt;br /&gt;
** &#039;null&#039; the side doesn&#039;t get a turn to move and doesn&#039;t have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;no_leader&#039;&#039; if &amp;quot;no&amp;quot; (default), then keys describing a unit which will begin on the side&#039;s keep will be described in the remainder of the &#039;&#039;&#039;[side]&#039;&#039;&#039; tag, See [[SingleUnitWML]]. Note that if the keys &#039;&#039;x&#039;&#039;, &#039;&#039;y&#039;&#039; are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the &#039;&#039;&#039;[side]&#039;&#039;&#039; tag.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;type&#039;&#039; the unit type of the side&#039;s leader. This must be present if &#039;&#039;no_leader&#039;&#039; is not set to &amp;quot;yes.&amp;quot; &#039;&#039;Description&#039;&#039;, &#039;&#039;type&#039;&#039;, &#039;&#039;x&#039;&#039;, &#039;&#039;y&#039;&#039;, &#039;&#039;profile&#039;&#039;, and &#039;&#039;hitpoints&#039;&#039; are examples of keys from [[SingleUnitWML]] that will describe the leader if placed within the [side] tag.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;description&#039;&#039; (translatable) the name of the side&#039;s leader. It is used in standard unit filter ([[FilterWML]]) and it is not affected by a player renaming a unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;unrenamable&#039;&#039; if &amp;quot;no&amp;quot; (default), the player can rename the unit. Renaming the unit alters the &#039;&#039;user_description&#039;&#039; key, so the &#039;&#039;description&#039;&#039; key can still be used for filtering. It is generally a good idea to set this to yes in campaigns since dialog will usually refer to the leader by name. It is technically possible to read &#039;&#039;user_description&#039;&#039; into a variable every time you want to call the leader by name, but this is a hassle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;recruit&#039;&#039; a list of unit types. At the beginning of the scenario, the side gains recruitment of these units.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;gold&#039;&#039; the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;income&#039;&#039; the base income for this side, default 0. This is added to &#039;&#039;base_income&#039;&#039;, &#039;&#039;&#039;[game_config]&#039;&#039;&#039; to determine the side&#039;s base income. (see [[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;fog&#039;&#039; if &#039;yes&#039;, this side cannot see any tiles it is not within vision of, except at the start.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;shroud&#039;&#039; if &#039;yes&#039;, this side cannot see any tiles it has not moved within sight of.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;shroud_data&#039;&#039; describes the area which this team has de-shrouded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;persistent&#039;&#039; whether the side exists in any other scenarios. If &#039;1&#039;(yes), then &#039;&#039;save_id&#039;&#039;(see below) becomes active for this side. Default &#039;0&#039;(no); when &#039;&#039;&#039;controller=human&#039;&#039;&#039;, this is always &#039;1&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;save_id&#039;&#039; default &#039;&#039;description&#039;&#039; if available, &#039;Unknown&#039; otherwise. The ID of the side with respect to the previous and next scenarios. Used to carry over the side&#039;s recall list (including the side&#039;s leader), recruitment list, and starting gold from scenario to scenario. Also used for the side&#039;s displayed name in the victory gold-calculation dialog.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;team_name&#039;&#039; a non translatable string representing the teams description. Sides with the same team_name are allied. Default &#039;&#039;side&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;user_team_name&#039;&#039; a translatable string representing the teams description. This has no effect on alliances. Default &#039;&#039;team_name&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;colour&#039;&#039; if you want side 4 to be the same colour as side 2 normally is, put colour=2.  &lt;br /&gt;
** The default list of numbers and corresponding colors can be found in data/team_colors.cfg.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;flag&#039;&#039; a custom flag animation to use instead of the default one to mark captured villages.&lt;br /&gt;
** Example animation that has three frames and loops every 750ms: &#039;&#039;flag=misc/myflag-1.png:250,misc/myflag-2.png:250,misc/myflag-3.png:250&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;village_gold&#039;&#039; the amount of gold given to this side per village it controls per turn. Default specified in &#039;&#039;village_gold&#039;&#039;, &#039;&#039;&#039;[game_config]&#039;&#039;&#039; ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;share_maps&#039;&#039; whether sides allied with this side see all terrains that this side sees, if they are on shroud.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;share_view&#039;&#039; whether sides allied with this side see the units that this side sees, if they are on FoW (fog).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;name&#039;&#039;, &#039;&#039;id&#039;&#039;, &#039;&#039;leader&#039;&#039; not used; see [[EraWML]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;music&#039;&#039; music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[ai]&#039;&#039;&#039; if &#039;&#039;&#039;controller=ai&#039;&#039;&#039;, gives parameters to the AI. See [[AiWML]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[village]&#039;&#039;&#039; describes a village the side begins in control of.&lt;br /&gt;
** &#039;&#039;x&#039;&#039;, &#039;&#039;y&#039;&#039; the location of the village.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[unit]&#039;&#039;&#039; describes a unit which begins on the side. See [[SingleUnitWML]]. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the &#039;&#039;side&#039;&#039; attribute under &#039;&#039;&#039;[unit]&#039;&#039;&#039; will be ignored, as the side will come from the &#039;&#039;side&#039;&#039; attribute of &#039;&#039;&#039;[side]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following keys are multiplayer only:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;allow_player&#039;&#039; if false then this side will not be allowed to be modified and will be hidden during game creation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;team_lock&#039;&#039; if true then this side&#039;s team is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;colour_lock&#039;&#039; if true then this side&#039;s color is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;gold_lock&#039;&#039; if true then this side&#039;s gold is not allowed to be modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;income_lock&#039;&#039; if true then this side&#039;s income is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dirus</name></author>
	</entry>
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