This is the most visually sophisticated add-on ever created for the Battle for Wesnoth. Reveal Mehir's destiny, visit many exotic places during his journey, encounter strange nations and learn about their intentions. To Lands Unknown Hear the story of Mehir, a young city guard from al-Kamija - an isolated city in the middle of the Great Desert, where people and jinns live together. Needed for BMR & Trinity campaigns, for which these factions play the dominant role.Īrchaic Era Forum topic Download Archaic Era Version: 1.8.10 Author: doofus-01 The similar factions in Ageless Era are taken from here (this is not just a subset of Ageless Era), but these are independent projects so there are some differences: this era will have more up-to-date artwork the Ageless versions will have adjustments to make these factions play well with all the other collected factions. Partially animated, somewhat balanced, at least for the central factions. Phantom - Ancient Egyptian Ghosts (sort of) Menagerie - Hodge-podge of units, mostly Sci-Fi inspired Primeval - Racist Olympian superhumans with odd coloration The extended version has more factions, but they are less balanced. the default Undead and default Loyalists Ukians - Human faction, offshoot of Loyalists but they have dogs Khthon - Animals under the control of some sort of puppet-masters-like spirits Despair - Medieval Euorpean Ghost faction Northern Orcs - an expansion of the mainline Orcs/Northerners Respective layers and base coordinates may otherwise be.Archaic Era The central factions of this era consist of: Horizontal-layered images which have a negative layer, whatever their **Note**: vertical-layered images are always drawn in front of This means that any image in front of this may hide units. (36,54) relative to the top-left corner of the square containing their hex. **Note**: for positioning purposes, units are supposed to be in the position Relative to the top-left of **this hex**, even if the rules contains no The coordinates of ``base`` will always be Multi-hex images, the top-left hex of the image always is assumed to ihave hexĬoordinates (0,0) (see above). To the top-left corner of the multi-hex image. Section for more info,) this means that the ``base`` coordinates are relative If the image is a multi-hex image (see the ` tags directly into the rule`_ If the image is a single-hex image, this means that the ``base`` coordinatesĪre relative to the top-left corner of the smallest square containing the tile Those coordinates are relative to the top-left-corner of the image. Is, the virtual point at which the image would be in contact of the ground). Where x, and y, are the coordinates, in pixels, of the base of the image (that To use the vertical model, tags should contain the ``base`` element, That objects in the bottom are hidden by objects in the front. They are, then, drawn according the rule which states Layers, but are instead assumed, when they are rendered, to have an (x, y) Vertical-layered images are not disposed in flat, stacked Images may also specify ``position=vertical`` in the tag, so they use My questions are: Does anyone see what I am doing wrong? If not, does anyone know if there is a UMC add-on that has successfully layered terrains that I could look at as an example? The core terrain-graphics WML isn't doing me any good, nor is what I find in the mainline campaigns. Code: Select all # This did not work (I'd changed the type accordingly)
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