This is about a patch I am writing, the prototype phase is over jumping into the final implementation.
http://www.wesnoth.org/forum/viewtopic.php?f=36&t=29670 https://gna.org/bugs/?8832 Since I want to contribute the patch into mainline I would like to hear your opinions and thoughts on the specification. Let's define some vocabularies to make the talking easier. Core -- A core is the base of Wesnoth's wml datatree. Currently that is all the files in datadir/data. There is only one Core loaded at the same time. Default Core -- Current Wesnoth Conversion -- A conversion provides another core. mod -- A mod provides extra code for a specific core. You can only load mods if the target core is loaded. Some examples: Spacenoth -- Despite being abandoned and outdated this project is the best example for what can be called and implemented as an conversion. Ascension -- This era provides additional lvl4 and lvl5 upgrades for the default units. This can be implemented by a conversion providing a core that loads the default core and adds the additional units. But it can also (the better solution) be a mod for the Default Core. Usage: ./wesnoth --conversion "core-id" will load Wesnoth with the specified core instead of default. ./wesnoth --mods "ascension, whatever" will load the mods if the match the current core. Conversions and mods can be downloaded from the addon server like normal. Another gui dialog similar to the campaign selector will let the player switch to another core, making it also the default for the next start of Wesnoth. A second dialog will provide all mods matching the current core and let the player select a subset of them. Any thoughts? _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev