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  • [[FrenchTranslation]] / '''Units'''
    8 KB (1,158 words) - 21:54, 19 February 2012
  • ...es will have trouble scrolling large maps or processing AI turns with many units. See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] ...l make units move and fight faster. "Skip AI Moves" will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via
    15 KB (2,581 words) - 15:11, 19 September 2023
  • * [http://units.wesnoth.org/ Units Reference]
    2 KB (187 words) - 08:44, 29 October 2021
  • ...oes not advance but gets an AMLA instead. Can be a comma-separated list of units that can be chosen from upon advancing. ...ost, plus potentially a bonus for experience points). In 1.14 and earlier, units were not recalled by the AI in this case even if this was the only recall/r
    23 KB (3,689 words) - 18:32, 11 June 2024
  • * [https://units.wesnoth.org/ Units Reference]
    2 KB (269 words) - 14:01, 12 April 2021
  • ...s and mermen. They have mighty knights, powerful mages and multiple proven units for every situation.<br><font color="darkgreen">Good faction for beginners< <div class="thumb tleft">https://units.wesnoth.org/1.15/pics/core%24images%24units%24human-loyalists%24horseman%24
    8 KB (1,217 words) - 14:30, 12 April 2021
  • ...p' tag is to define where the main game display (i.e. all the hexagons and units) is displayed. The rect field defines the rectangle the map is displayed on * __unitlist__ list units
    7 KB (1,102 words) - 22:33, 11 November 2010
  • defines where the main game display (i.e. all the hexagons and units) is displayed. ** '''unitlist''': list units
    9 KB (1,463 words) - 23:21, 11 April 2023
  • ...e hex (which is 72 pixels wide and 72 pixels tall). It is drawn underneath units. ''('''Hint:''' If using an image smaller than 72x72, then it might be usef * '''halo''': an image to place centered on the hex. It is drawn on top of units. Use this instead of ''image'' if the image is bigger than the hex or if yo
    46 KB (7,213 words) - 14:09, 29 May 2024
  • ...Javelineers, and all Elvish Fighters advance to Elvish Heroes. All other units follow their usual advancement choices as determined by the AI. '''Importa ...k evaluation, each attack (this includes attack combinations of several AI units against the same enemy unit) is assigned a score. The attack with the high
    35 KB (5,668 words) - 01:32, 25 February 2024
  • ...er placement behind injured units and more assertive retreating of injured units to healing locations. ...o the default Experimental AI algorithm resulting usually in very few such units being recruited.
    8 KB (1,311 words) - 23:14, 22 June 2022
  • ...ayout of the map, the locations and type of units on the map, the types of units your side can recruit, and information about your allies and enemies. ...''destination -> source'' map, which associates all the locations all the units a side has can get to, to all the places they are now.
    19 KB (3,084 words) - 00:20, 26 June 2014
  • ctrl-e: Toggle ellipses (displayed under units) Therefore I hate games that move units with w/a/s/z keys,
    6 KB (939 words) - 07:03, 19 January 2015
  • There are two types of abilities: ones that apply to units (called ''abilities'') and ones that only apply when using a particular att ...used to determine when the ability is active. Weapon specials apply to two units, which can be filtered either as "attacker" and "defender" (with the obviou
    24 KB (3,784 words) - 15:29, 31 May 2024
  • ...[scenario]''' tag) the ID of the next scenario that should be played. All units that side 1 controls at this point become available for recall in ''next_sc ...d for units that must survive the previous scenarios, as it would recreate units if they died in a previous scenario.
    61 KB (9,881 words) - 03:40, 22 February 2024
  • Wesnoth 1.14 introduced vision points; by default units have the same number of vision points as their max movement points. However This is the only way to change animations of units after they have been placed on the map.
    23 KB (3,485 words) - 08:54, 5 June 2024
  • ...WML''') is used to code almost everything in Wesnoth, including scenarios, units, savefiles, and the user interface layout. WML files are simple, human-read
    10 KB (1,669 words) - 03:36, 23 February 2024
  • ...ughest warriors and form a deadly host that none can stand against! Choose units from a large pool of specialists, and hand-pick a force with the right stre ...solutely huge and only limited by your creativity — make your own custom units, create your own maps, and write your own scenarios or even full-blown camp
    3 KB (462 words) - 02:31, 12 August 2017
  • this game makes commanding a whole bunch of units spread out over a map much easier and less harrowing than some others gameplay's simple - you basically just generate units, move, and fight. BFW doesn't make you think about a lot of
    18 KB (3,081 words) - 09:08, 24 May 2021
  • #* Units * Not all units and terrain are 72x72
    15 KB (2,499 words) - 01:27, 23 May 2014

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