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  • This page describes the [[LuaWML]] functions for handling units. ...1}} These are now read/write under all circumstances, including for on-map units)
    26 KB (3,965 words) - 20:53, 5 June 2021
  • [[FrenchTranslation]] / '''Units'''
    8 KB (1,158 words) - 21:54, 19 February 2012
  • ...or than black, which invariably ends up getting used on the bodies of most units). ...GB: 22,0,52 the desired shape of the shadow you would like. Note for most units, that our perspective will make the shadow of most creatures somewhat wider
    2 KB (270 words) - 20:32, 6 September 2009
  • #REDIRECT [[LuaWML/Units]]
    26 bytes (3 words) - 03:42, 11 March 2016
  • ...rupper i en standardinstallation av Wesnoth. Se [http://units.wesnoth.org/ units.wesnoth.org] för en uppdaterad och mer överskådlig tabell över Wesnoths
    15 KB (1,858 words) - 12:45, 13 September 2011
  • ...のなので、能力とかは他のところみてください。 http://units.wesnoth.org/trunk/ja_JP/mainline.html とか。
    17 KB (1,023 words) - 11:00, 2 June 2013
  • The entire units module is only available in the game. It is not available to plugins or map === wesnoth.units.advance ===
    16 KB (2,308 words) - 17:52, 18 April 2024

Page text matches

  • * [//units.wesnoth.org/ Units] - Units advancement trees and stats ** [//units.wesnoth.org/1.16 Stable version]
    5 KB (698 words) - 01:23, 25 March 2024
  • ...ughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right stre ...y different sagas waiting to be played out. You can create your own custom units, and write your own scenarios or even full-blown campaigns. You can also ch
    21 KB (3,570 words) - 15:08, 7 April 2023
  • ...does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more i I started with a few basic units, and two races: Orcs and Elves.
    16 KB (2,907 words) - 07:00, 16 May 2020
  • |wesnoth-units, thot, sof |wesnoth-units, DW
    3 KB (398 words) - 19:20, 30 October 2014
  • ...d fast Cavalry. Depending on the situation they can add highly specialised units such as Heavy Infantry, Mages, Meremen and Horseman. Finally their fencers ...on and kill strong units. You can have a lot of units, make some a level 2 units and never retreat, never surrender!
    4 KB (695 words) - 13:36, 26 April 2024
  • ...e (WML) is used to code almost everything in Wesnoth, including scenarios, units, savefiles, and the user interface layout. WML files are simple, human-read ...ature in WML, the most reliable way is to look at the WML code of existing units and campaigns that have done so.''
    7 KB (1,041 words) - 14:19, 27 April 2024
  • This page describes the [[LuaWML]] functions for handling units. ...1}} These are now read/write under all circumstances, including for on-map units)
    26 KB (3,965 words) - 20:53, 5 June 2021
  • ...by a unit as a single argument (as returned by the functions from [[LuaWML:Units]]). The second location is given by its coordinates. The last argument is a * '''ignore_units''': if set, the path will go through units and ignore zones of control. Note: hidden enemies are always ignored, wheth
    9 KB (1,522 words) - 13:32, 12 February 2021
  • |wesnoth-units
    9 KB (1,245 words) - 11:38, 4 April 2024
  • ...va) are taken into account (if the passed hex happens to be affected). The units' placement being considered is always the current one. * '''bonus_modified''': integer (bonus change by units)
    3 KB (395 words) - 21:05, 17 June 2021
  • ...ted and animated many replacement sprites (esp. ogre, orc assassin & spear units, and cockatrice) * antwerpz — sprite creator/animator for old saurian units
    55 KB (6,870 words) - 00:05, 18 March 2024
  • ..., but our usage of it thus far is both minimal, and very different between units. We'd like to standardize it (like has been done with defense animations), We have portraits for some units, but we would like a full set (at least for the roots of most of our unit-c
    6 KB (1,073 words) - 16:08, 15 June 2010
  • <td>Units</td>
    4 KB (676 words) - 23:22, 27 January 2022
  • enemies in Survival do not recruit infinite numbers of units<br/>
    13 KB (2,033 words) - 05:49, 27 January 2024
  • :edit units hitpoints :edit units experience
    6 KB (952 words) - 15:03, 10 May 2023
  • * '''Starting units:''' Tallin and Zlex, a loyal peasant. ...villages. Once the orcs are done fighting (one side will be mostly out of units), march your Woodsmen in a line and finish them off.
    48 KB (8,524 words) - 21:21, 19 April 2024
  • === Monster units === The new Caribe and Caribe Nibbler units have been added.
    783 bytes (111 words) - 16:52, 20 June 2022
  • ...te your defensive placement in such a way that the minimal number of enemy units could attack you. ...ut a unit with a lot of hp or a unit with great [[Resistances]] instead of units with high dodge.
    1 KB (233 words) - 03:10, 7 May 2023
  • # Units with great damage (poisoners > ranged > melee) ''' Close-to-level-up units '''
    4 KB (615 words) - 00:53, 20 July 2022
  • === Allied AI retreating injured units === ...no longer take villages controlled by the human player(s) to heal injured units.
    1 KB (206 words) - 17:13, 22 July 2022
  • === Flying units with leadership === Fixed flying units with leadership not being displayed correctly when on a water tile.
    2 KB (306 words) - 00:35, 22 August 2022
  • ...If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right int * '''Starting units:''' Konrad, Delfador
    135 KB (22,121 words) - 11:14, 29 March 2024
  • Most portrait images in campaigns and for core units have been converted from png to webp, reducing Wesnoth's download size sign
    843 bytes (120 words) - 16:00, 16 May 2022
  • ...ny player of this campaign. Do not worry about any XP deficiency for other units. You will have plenty of chances to farm experience points. * Saurian Oracles and Saurian Soothsayers. Having these units will benefit you greatly, especially in the last scenario.
    16 KB (2,774 words) - 05:54, 21 January 2022
  • | wesnoth-units || Trupper | [https://raw.github.com/wesnoth/wesnoth/1.12/po/wesnoth-units/sv.po 1.12]
    9 KB (1,247 words) - 07:57, 19 April 2023
  • <td>Översätta units</td> <td>110</td> <td>4</td> <td>Behöver adopteras</td> <td>Ingen</td>
    2 KB (285 words) - 04:22, 7 April 2014
  • The maximum possible movement range of your units is now shown immediately after ending your turn when hovering over them, ra
    553 bytes (78 words) - 00:12, 6 September 2022
  • "units/elves-wood/fighter.png~CROP(20,20,40,40)~CROP(10,10,10,10)" ...are set to zero initially, so one can use, e.g. ~CS(2,4) to add +2 and +4 units to the red and green channels respectively, leaving the blue channel intact
    18 KB (2,904 words) - 08:06, 19 April 2024
  • ...rst three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels unde ...otic troops to either continue the attack or to shield your healing lawful units.
    96 KB (17,109 words) - 21:59, 3 June 2021
  • <tr><td>Unitats</td><td>wesnoth-units</td><td>Miquel-Àngel B. i F.</td><td>Fet</td></tr>
    4 KB (693 words) - 12:50, 11 February 2021
  • Units from the first scenario will be available for recall in the second. ...en this is set to '''yes''' (default), the player wins once all non-allied units with '''canrecruit=yes''' (aka leaders) are killed. (Currently this only co
    13 KB (2,097 words) - 21:34, 10 December 2023
  • ...n every scenario of a campaign, in every map of a map-pack, or in multiple units of an era, then the macro will be expanded multiple times. If macro is an ' In this example I wanted to create additional units for each side at turn 10. Side 1 is undeads and side 2 is loyalists. Everyt
    12 KB (1,589 words) - 08:10, 24 August 2021
  • ...list can always be recruited by a leader on this side, in addition to any units in the individual leader's '''extra_recruit''' list. {{DevFeature1.13|?}} i ...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
    13 KB (2,170 words) - 05:23, 27 February 2024
  • ...nt from the '''[unit_type]''' in '''[units]''', which describes a class of units. However it takes many of the same keys and thus can generally override the ...for units present at start of the scenario, or as [[DirectActionsWML]] for units created during the game. (It is also used in save-files.)
    23 KB (3,672 words) - 13:27, 14 May 2024
  • == Recalling units == ...rly ones. Later in a campaign, you should usually have several high level units available to recall.
    4 KB (659 words) - 23:33, 21 February 2008
  • * '''Starting units''': Gweddry, Dacyn. Your 3 opponents will recruit slightly different units. The northernmost enemy will recruit Bats and skeleton troops, the middle o
    35 KB (5,862 words) - 20:06, 11 April 2024
  • == Legend of the Invincibles - Deadly units (2019 versions) == == Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==
    10 KB (1,676 words) - 16:00, 3 July 2022
  • ...rd. Owaec commands horsemen of the clans, so Gweddry can now recruit those units. ...enges Mal-Ravanal to a "duel". Gweddry and Mal-Ravanal each select up to 6 units and battle for control of Wesnoth. Mal-Ravanal, however, has arranged the b
    5 KB (741 words) - 01:11, 26 August 2012
  • ...ic damage type, new weaponry and a new attack range, vehicles, and special units. Altogether, Thunderstone hopes to be the core for scenarios and campaigns ...ch as vehicles, thus making it an effective counter for otherwise powerful units.
    11 KB (1,629 words) - 03:26, 21 March 2013
  • ...f the campaign. More often than not, you can rely instead on fresh level-1 units and holding strategic locations in the maps you play in. ...d trolls, many players prefer strategies that involve using many low-level units instead of just a few high-level ones.
    67 KB (12,106 words) - 19:31, 21 December 2022
  • [[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) - 01:07, 25 February 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 (7,208 words) - 23:30, 16 April 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 (3,749 words) - 16:38, 25 April 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
  • ...t the effect actually affects. New effect types can be added with [[LuaWML/Units#wesnoth.effects]]. Wesnoth 1.14 introduced vision points; by default units have the same number of vision points as their max movement points. However
    23 KB (3,461 words) - 00:56, 1 May 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
  • ...y. Their high cost and low hitpoints force them to be used only as utility units, not as the front line or core of an army. ...s the utility of your army, the unit that picks off those annoying wounded units in villages, or softens up the enemies that would otherwise have too much H
    10 KB (1,865 words) - 18:01, 22 July 2008
  • ...Wesnoth's best features is its extensibility. Players can create new maps, units, races, scenarios, art, music, and even entire campaigns! * [[BuildingUnits|Custom Units]]
    4 KB (610 words) - 00:47, 7 January 2022
  • difficulty_descriptions="&" + "units/elves-wood/elvish-fighter.png~TC(1,magenta)" + "=" + _"Fighter" + "=" + _"( ";*" + "&" + "units/elves-wood/elvish-hero.png~TC(1,magenta)" + "=" + _"Hero" +
    4 KB (663 words) - 00:01, 25 July 2023
  • === Don't waste units === Do not send wounded units to a sure death. Once a unit loses more than half of its hit points (HP), y
    8 KB (1,406 words) - 03:15, 9 April 2023
  • ...https://raw.github.com/wesnoth/wesnoth/1.12/po/wesnoth-units/ru.po wesnoth-units] || || ||
    16 KB (940 words) - 07:46, 19 April 2023
  • Здесь будут собраны все названия бойцов (units) плюс (возможно) их описание. Данный списо
    34 KB (2,177 words) - 03:58, 31 July 2014
  • ...y kids: they still play and always want the newest version (they know most units stats... like they knew all the pokemons). showed it to my friends: lots of
    4 KB (595 words) - 09:48, 30 August 2013
  • ...ed by this unit? (this possibility would increase with the number of enemy units near to the area guarded by unit)
    12 KB (1,984 words) - 15:09, 19 March 2014
  • ## of this macro can create different units. (See [[SingleUnitWML]] for further information on creating units using WML.)
    22 KB (3,254 words) - 03:31, 16 January 2024
  • Stores locations reachable by the given units. Can store either the movement, attack or vision ranges. ...: a [[StandardUnitFilter]]. The locations reachable by any of the matching units will be stored.
    37 KB (5,920 words) - 05:49, 27 February 2024
  • Filters are used to describe a set of units, hexes, weapons or something else. == Filtering Units ==
    9 KB (1,508 words) - 10:39, 11 November 2023
  • From [[FilterWML]], this is the standard way of filtering units. When a unit filter is applied to a map, first it applies to all units on the field,
    13 KB (1,965 words) - 15:41, 26 April 2024
  • * [//units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units] ...wesnoth.org/trunk/mainline/en_US/Secrets%20of%20the%20Ancients.html Custom units]
    19 KB (2,774 words) - 00:40, 22 March 2024
  • ...often somewhat symmetrical, feature many types of terrains to benefit all units, and are often in not-rectangle shapes. <br><br> ...keeps to recruit on, and roads or flat terrain for units to move on (most units move best on Flat terrain such as roads, grass, or dirt). Add these now, ma
    6 KB (1,112 words) - 20:40, 23 March 2021
  • ...everything about, and what occurs in, a scenario, from the setup of sides, units, music, events, and so on. Both files are plaintext are can be edited in an
    5 KB (772 words) - 12:46, 14 April 2023
  • ...t. All units shipped with the game can be found in the game's <i>data/core/units</i> directory (see [[EditingWesnoth]] for how to find it). ...e include for this directory, however, should be wrapped in a <b>[+units][/units]</b> tag pair. See [[AddonStructure]] for an example.
    4 KB (681 words) - 08:13, 3 November 2020
  • ::icon="units/elves-wood/archer+female-sword-1.png~RC(magenta>brightorange)" ::icon="units/human-peasants/peasant-ranged.png~RC(magenta>white)~CS(24,24,24)"
    13 KB (1,973 words) - 08:08, 19 April 2024
  • ...d attacks, the length of the animation isn't quite as important, since the units aren't taking turns in sliding back and forth (as is the case with melee co ...sk trivial. Below is an example of how FRAME_OF_POISON is used on mainline units (also note the use of the above-described HIT_MISS_SOUNDS):
    7 KB (1,093 words) - 06:40, 18 October 2014
  • * wesnoth-units
    14 KB (2,215 words) - 20:20, 29 February 2024
  • * Rebalance prices of monster units & Chocobone (Sevu)
    7 KB (1,069 words) - 14:39, 2 September 2021
  • Most of the Dunefolk faction's units have new and-or updated animations. There is also a new unit called falcon ...he Burning Suns has been fully rebalanced, including all scenarios and all units in the Quenoth faction. Generally, the campaign is now more challenging. T
    8 KB (1,301 words) - 18:23, 22 August 2020
  • ...' when omitted from the .cfg) whether to show the orb for the player's own units when they're in the given state ...ults to 'yes' when omitted from the .cfg) whether to show an orb on allied units
    6 KB (989 words) - 06:15, 31 January 2023
  • {CAMPAIGN_DIFFICULTY EASY "units/human-peasants/peasant.png~RC(magenta>red)" ( _ "Civilian") ( _ "Beginner") {CAMPAIGN_DIFFICULTY NORMAL "units/human-loyalists/spearman.png~RC(magenta>red)" ( _ "Soldier") ( _ "Normal")}
    9 KB (1,307 words) - 20:00, 25 December 2018
  • Keep your recall list small, no leader needs more than a dozen of units, since all require upkeep (even when idling on the recall list). Always hav
    3 KB (443 words) - 15:08, 7 April 2023
  • '''Faction/Era:''' Many custom units '''Faction/Era:''' Default+War of Legends+Custom units
    48 KB (7,479 words) - 07:52, 19 April 2023
  • Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other ti ...u use pixel art for the sake of consistency with mainline units), but only units drawn in pure pixel art will be accepted into mainline.
    5 KB (932 words) - 04:33, 25 February 2019
  • You fight this campaign almost entirely with the four classic Dwarven units: Fighter, Thunderer, Scout and Guardsman (and their leveled versions). ''He * Starting units: Rugnur and Alanin.
    31 KB (5,538 words) - 08:23, 21 August 2022
  • good for the positioning of units, but not so for villages near castles)
    11 KB (1,800 words) - 03:18, 9 April 2023
  • == Basque Units == The following is a list of the units in game and proposed translations:
    4 KB (541 words) - 22:10, 21 February 2008
  • ...for example, lava (light=25, max_light=35) provides a 35% boost for lawful units at daytime.
    5 KB (837 words) - 13:37, 10 May 2024
  • * [[Creating Shadows Under Units]] - How we create the shadows for the units in-game.
    7 KB (1,160 words) - 23:09, 2 September 2021
  • In a Keep of 5 castles the basic build is 2 melee units (e.g fighters), 1 ranged unit (e.g archers), 1 scout (e.g bat/horsemen) and ...and 1 Elvish shaman. Of course in this tutorial you only have 3 different units to actually use and only 1 race as well (Elves in this case).
    2 KB (409 words) - 18:58, 6 April 2014
  • The attribute '''disallow_recall=yes''' prevents the player from recalling units in this scenario. ...files hold the ground tiles. This is the very bottom layer of things. The units walking around during a game are on the very top layer. This is all well an
    6 KB (924 words) - 22:05, 10 October 2018
  • ...s counterparts; '''[store_unit]'''. [store_unit] stores a unit, or several units, in a variable you choose. You can then manipulate those variables as descr
    7 KB (1,140 words) - 08:24, 23 April 2021
  • ...memories are fading. He still maintains the use of the word and the other units fight better under his control than he (after all, many of them were part o
    56 KB (9,787 words) - 08:50, 14 May 2021
  • The '''[units]''' tag is a [[ReferenceWML#WML_toplevel_tags|top-level WML tag]] which def A '''[units]''' tag primarily contains [[UnitTypeWML|[unit_type]]] tags, each of which
    15 KB (2,333 words) - 13:43, 10 May 2024
  • This page covers unit animations. At any point in a game, units are playing an animation. Even when the unit is standing, it is actually pl This starting time is very important when multiple animations from different units are played synchronously. Typically a fight involves a unit playing its de
    41 KB (6,114 words) - 01:16, 19 April 2024
  • ...g unit sides, and some additional [[CommandMode]] commands. If you create units in debug mode, you can then use the :unit command to set the unit's attribu
    1 KB (225 words) - 06:10, 22 September 2021
  • ...ch súborov: "scenarios" na scény, "maps" na mapy, "images" na obrázky, "units" na vlastné jednotky, atď.
    3 KB (457 words) - 19:57, 6 August 2012
  • ...designated as the team-colored piece of their outfit; It's best to design units around having this. The easiest way to designate this, is to define a new If units are drawn with a small color set, as used in traditional sprite art, you ca
    7 KB (1,159 words) - 19:16, 12 June 2022

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