closes#1149
The difficulty slider is in fact the gold setting.
bob_the_mighty suggest setting it to 75, though for new players 100 might be better.
I think the best we can get from this situation is to have it by default on 100,
but to tell players about changing the gold setting if the scenario becomes too easy for them.
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For side 3: additional upkeep costs are
1 / 2 / 4
Try to compensate by increasing upkeep by
0 / 0 / 1
For side 2: additional upkeep costs are
2 / 5 / 6
Try to compensate by increasing upkeep by
0 / 2 / 2
[ci skip]
The two guardians can directly be compensated by increasing income.
For the starting units, additional costs for upkeep are:
5 / 8 / 12
Try to compensate it by increasing income by
1 / 2 / 3
And apply the turn 3 bonus at game start.
(Income is first given in turn 2, so it effectively gives only +5 gold)
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This commit uses the UI's calculated indent for the UI's event handling, and
removes section::level. The code generating the help sections still has its own
"level", which is used to detect excessive recursion.
This fixes a UI quirk that I only noticed while working out what section::level
was for, while considering the subtopics needed for implementing a taxonomy
system. The help browser calculates indentation for its tree-view based on the
data tree given to it. However, the logic for deciding whether a mouse-click
was on the icon or the text used section::level, rather than any value
calculated in the UI classes. While section::level was often the correct
number, it was wrong for the terrain types' sections.
Because the first pot update automatically generates translations for
the English locales from the source, en@shaw and en_GB get automatically
populated with msgstrs identical to their respective msgids. As far as I
understand from the discussions around the inclusion of WoV, this is
expected behaviour for en_GB, but undesirable for en@shaw (different
language script), so I've manually blanked out the latter in this
commit.
(Allowing CI builds for this one to ensure translations can be built
before merging the PR.)
This creates an empty template catalogue so SCons will generate the
template catalogue and the translation catalogues on a subsequent
pot-update (if there isn't a pot file at all SCons won't attempt to do
anything with the textdomain at all).
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returns all items on a locations, this allows is to
remove quite a bit of code in the dropping.lua file
of world conquest since that can now just use items.lua
instead
A property cannot returns multiple values, the old code never worked.
Also the value returned by unit.loc the getter is now of the same type as
taken by the unit.loc getter.
this in particular fixes#5098
For mainline we will just call it "World Conquest"
World Conquest II is a coop multiplayer campaign
of 5 scenarios for 1,2 or 3 players.
It features highly randomized maps for
replayability. Also custom item and training
systems. The majority of the campaign is
implemented in lua for better preformance.
It also contains a custom era to be used together
woth the campaign, since the default era is
quite unbalanced for this coop gamemode against
the ai. It for example makes sure that every
faction has a leader.
This is one of the most popular MP addons on
wesnoth 1.14, 1.12 and older.