Update of bug #20343 (project wesnoth):
Category: Bug => Feature Request
Severity: 3 - Normal => 1 - Wish
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Follow-up Comment #3:
Correct, a castle overlay is useless on a keep (also useless on a castle).
Which, when combined with Wesnoth's "keep it simple" philosophy, makes for a
strong case against adding special processing to change the tile description
when someone does this, since that someone has no reason to do this.
Changing this one particular overlay in this one particular case so that it
removes something (when all other overlays only add) might be more confusing
overall. And it would require special-case handling, which again goes against
a KISS philosophy. I wouldn't be surprised if this eventually gets filed under
"won't fix". (In the meantime, I'm going to change this from a bug report to a
feature request for an overlay that can remove something from the underlying
terrain.)
To get the effect you want, you might have to define a new terrain type.
(Since all the images are already made, it should not be too difficult.)
Something like the following might work:
[terrain_type]
symbol_image=castle/encampment/regular-keep-tile
id=encampment_castle # Changed this
name= _ "Encampment Castle" # Changed this
string=Kez # Changed this
aliasof=Ch
unit_height_adjust=0
recruit_from=false # Changed this
recruit_onto=true
editor_group=castle
[/terrain_type]
The "changed this" notes mean the lines were changed from the definition of
terrain code Ke. The id= and string= lines were changed to keep them unique.
The string= line begins still begins with a 'K' (instead of changing it to a
'C') in case that helps the macros that control the transitions between
terrains.
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