WESNOTH(6)

๐Ÿ“ฆ
version 1.16.11 ยท 2 versions
, in debian bookworm, ubuntu noble

โœจ WESNOTH(6) โ€” Battle for Wesnoth โœจ

okay so this is the manual page for wesnoth, aka Battle for Wesnoth. It's a turn-based fantasy strategy game, and this is part 1 โ€” more parts are coming, so stay with me bestie ๐Ÿ’–

๐ŸŒธ NAME ๐ŸŒธ

wesnoth โ€” Battle for Wesnoth, a turn-based fantasy strategy game

๐Ÿ’ซ SYNOPSIS ๐Ÿ’ซ

wesnoth [OPTIONS] [PATH_TO_DATA]

๐Ÿ’– DESCRIPTION ๐Ÿ’–

Battle for Wesnoth is a turn-based fantasy strategy game.

To win, you defeat all enemy leaders using a well-chosen cadre of troops, and you have to manage your resources of gold and villages. Every unit has its own strengths and weaknesses; to win, deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. Play in your own language and test your skill against a smart computer opponent, or join Wesnoth's large community of online players. Create your own custom units, scenarios or campaigns, and share them with others.

๐Ÿ‘‘ OPTIONS ๐Ÿ‘‘

  • --all-translations โ€” okay so this shows all translations in the in-game language selection list, even if they are deemed insufficiently complete. no gatekeeping bestie ๐Ÿ’…
  • --bunzip2 infile.bz2 โ€” decompresses a file which should be in bzip2 format and stores it without the .bz2 suffix. The infile.bz2 will be removed. bye bye bz2 ๐Ÿซถ
  • --bzip2 infile โ€” compresses a file in bzip2 format, stores it as infile.bz2 and removes infile. slay and compress โœจ
  • -c[id_campaign], --campaign[=id_campaign] โ€” goes directly to the campaign with id id_campaign. A selection menu will appear if no id was specified. choose your own adventure, but make it campaign ๐Ÿ’–
  • --campaign-difficulty[=difficulty] โ€” the difficulty of the specified campaign (1 to max). If none specified, the campaign difficulty selection widget will appear. pick your struggle, bestie ๐Ÿ˜ญ
  • --campaign-scenario id_scenario โ€” the id of the scenario from the specified campaign. The default is the first scenario. first one is free, literally ๐Ÿ‘‘
  • --campaign-skip-story โ€” skip [story] screens and dialog through the end of the start event. not me skipping the lore... ๐Ÿ™ˆ
  • --clock โ€” adds the option to show a clock for testing the drawing timer. time check โฐ
  • --config-dir name โ€” deprecated, use --userdata-dir. old and busted, use the new one ๐Ÿ’€
  • --config-path โ€” deprecated, use --userdata-path. same vibe, different flag ๐Ÿซถ
  • --core id_core โ€” overrides the loaded core with the one whose id is specified. core swap, no cap ๐Ÿ’…
  • --data-dir directory โ€” overrides the data directory with the one specified. point me to your data ๐Ÿ“
  • --data-path โ€” prints the path of the data directory and exits. just tell me where it's at and dip โœจ
  • -d, --debug โ€” enables additional command mode options in-game (see the wiki page at https://www.wesnoth.org/wiki/CommandMode for more information about command mode). debug mode main character energy ๐Ÿ”ฅ
  • --debug-lua โ€” enables some Lua debugging mechanisms. lua girlies rise ๐Ÿงš
  • --strict-lua โ€” disallow deprecated Lua API calls. strict lua, no old nonsense ๐Ÿ’…
  • -D,--diff left-file right-file โ€” diffs the two WML files; does not preprocess them first (to do that, run them through -p first). Outputs the diff as DiffWML on standard output or to the file indicated by --output. compare and contrast, WML style ๐ŸŒˆ
  • -e[file], --editor[=file] โ€” start the in-game map editor directly. If file is specified, equivalent to -l --load. map editor slay ๐Ÿ‘‘
  • --fps โ€” displays the number of frames per second the game is currently running at in a corner of the screen as well as writes these values to a file in the userdata directory. fps check, bestie ๐Ÿ’–
  • -f, --fullscreen โ€” runs the game in full screen mode. big screen energy ๐ŸŒˆ
  • --gunzip infile.gz โ€” decompresses a file which should be in gzip format and stores it without the .gz suffix. The infile.gz will be removed. unzip and thrive โœจ
  • --gzip infile โ€” compresses a file in gzip format, stores it as infile.gz and removes infile. zip zip hooray ๐ŸŽ€
  • -h, --help โ€” displays a summary of command line options to standard output, and exits. help me help you ๐Ÿซถ
  • -l, --load file โ€” loads the savegame file from the standard save game directory. If the -e or --editor option is used as well, starts the editor with the map from file open. If it is a directory, the editor will start with a load map dialog opened there. load it up, bestie ๐Ÿ’…
  • -L, --language lang โ€” uses language lang (symbol) this session. Example: --language ang_GB@latin. speak your truth ๐ŸŒธ
  • --log-level=domain1,domain2,... โ€” sets the severity level of the log domains. all can be used to match any log domain. Available levels: error, warning, info, debug, none. By default the warning level is used for most domains, but deprecation defaults to none unless combined with the -d option. log level realness ๐Ÿ“Š
  • --log-precise โ€” shows the timestamps in log output with more precision. precise timestamps, periodt โฑ๏ธ
  • --log-strict โ€” sets the strict level of the logger. Any messages sent to log domains of this level or more severe will cause the unit test to fail regardless of the victory result. Only relevant when used with -u. strict logger, no chill ๐Ÿ˜ญ
  • --logdomains[=filter] โ€” lists defined log domains (only the ones containing filter if used) and exits. show me the domains ๐Ÿ‘‘
  • --max-fps fps โ€” the number of frames per second the game can show, the value should be between 1 and 1000, the default is the monitor's refresh rate. cap the fps, bestie ๐Ÿ’–
  • -m, --multiplayer โ€” runs a multiplayer game. There are additional options that can be used together with --multiplayer as explained below. squad up ๐ŸŒˆ
  • --mp-test โ€” load the test mp scenarios. test the multiplayer, lowkey ๐Ÿงš
  • --new-widgets โ€” there is a new WIP widget toolkit, this option enables it. This is very experimental, don't fill bug reports since most are known. Parts of the library are deemed stable and will work without this switch. experimental era, handle with care ๐Ÿ’€
  • --nodelay โ€” runs the game without any delays for graphic benchmarking. This is automatically enabled by --nogui. no delays, just vibes โœจ
  • --noaddons โ€” disables loading of user addons. no addons, no problem ๐Ÿซถ
  • --nocache โ€” disables caching of game data. cache cleared, bestie ๐Ÿงน
  • --nogui โ€” runs the game without the GUI. Only available in combination with --multiplayer or --screenshot or --plugin. no GUI, just game ๐Ÿ‘‘
  • --nobanner โ€” suppress the startup banner. no banner, we move ๐Ÿ’…
  • --nomusic โ€” runs the game without music. silent but deadly ๐ŸŽง
  • --noreplaycheck โ€” don't try to validate replay of unit test. Only relevant when used with -u. no replay check, keep it moving ๐Ÿ’–
  • --nosound โ€” runs the game without sounds and music. mute mode activated ๐Ÿ”‡
  • --output file โ€” output to the specified file. Applicable to diffing operations. put it in a file, bestie ๐Ÿ“
  • --password password โ€” uses password when connecting to a server, ignoring other preferences. Unsafe. > unsafe alert! do not be careless with this one ๐Ÿ˜ญ
  • --plugin script โ€” (experimental) load a script which defines a Wesnoth plugin. Similar to --script, but Lua file should return a function which will be run as a coroutine and periodically woken up with updates. plugin era, experimental fr fr ๐Ÿงš
  • -P,--patch base-file patch-file โ€” applies a DiffWML patch to a WML file; does not preprocess either of the files. Outputs the patched WML to standard output or to the file indicated by --output. patch it up, slay ๐Ÿ’…
  • -p, --preprocess source-file/folder target-directory โ€” preprocesses a specified file/folder. For each file(s) a plain .cfg file and a processed .cfg file will be written in specified target directory. If a folder is specified, it will be preprocessed recursively based on the known preprocessor rules. The common macros from the "data/core/macros" directory will be preprocessed before the specified resources. Example: -p ~/wesnoth/data/campaigns/tutorial ~/result. For details regarding the preprocessor visit: https://wiki.wesnoth.org/PreprocessorRef#Command-line_preprocessor. preprocess queen ๐Ÿ‘‘
  • --preprocess-defines=DEFINE1,DEFINE2,... โ€” comma separated list of defines to be used by the --preprocess command. If SKIP_CORE is in the define list the "data/core" directory won't be preprocessed. define your destiny โœจ
  • --preprocess-input-macros source-file โ€” used only by the --preprocess command. Specifies a file that contains [preproc_define]s to be included before preprocessing. macros in, magic out ๐ŸŒธ
  • --preprocess-output-macros[=target-file] โ€” used only by the --preprocess command. Will output all preprocessed macros in the target file. If the file is not specified the output will be file '_MACROS_.cfg' in the target directory of preprocess's command. The output file can be passed to --preprocess-input-macros. This switch should be typed before the --preprocess command. order matters, bestie ๐Ÿ’–
  • -r XxY, --resolution XxY โ€” sets the screen resolution. Example: -r 800x600. resolution reset, iconic ๐ŸŒˆ
  • --render-image image output โ€” takes a valid wesnoth 'image path string' with image path functions, and outputs to a .png file. Image path functions are documented at https://wiki.wesnoth.org/ImagePathFunctionWML. render it and serve ๐Ÿ’…
  • -R, --report โ€” initializes game directories, prints build information suitable for use in bug reports, and exits. report for the bug reports ๐Ÿ“
  • --rng-seed number โ€” seeds the random number generator with number. Example: --rng-seed 0. rng but make it seeded ๐ŸŽฒ
  • --screenshot map output โ€” saves a screenshot of map to output without initializing a screen. screenshot without the screen, wild ๐Ÿ’€
  • --script file โ€” (experimental) file containing a Lua script to control the client. script it up, experimental ๐Ÿงš
  • -s[host], --server[=host] โ€” connects to the specified host if any, otherwise connect to the first server in preferences. Example: --server server.wesnoth.org. server link up ๐ŸŒ
  • --showgui โ€” runs the game with the GUI, overriding any implicit --nogui. show the GUI, periodt ๐Ÿ‘‘
  • --strict-validation โ€” validation errors are treated as fatal errors. strict validation, no mercy ๐Ÿ˜ญ
  • -t[scenario_id], --test[=scenario_id] โ€” runs the game in a small test scenario. The scenario should be one defined with a [test] WML tag. The default is test. A demonstration of the [micro_ai] feature can be started with micro_ai_test. Implies --nogui. test scenario, tiny but mighty โœจ
  • --translations-over percent โ€” Set the standard for deeming a translation is complete enough to show in the in-game language list to percent. Valid values are 0 to 100. translation threshold, bestie ๐Ÿ’–
  • -u, --unit scenario-id โ€” runs the specified test scenario as a unit test. Implies --nogui. unit test mode, no GUI needed ๐Ÿ’…
  • --unsafe-scripts โ€” makes the package package available to lua scripts, so that they can load arbitrary packages. Do not do this with untrusted scripts! This action gives lua the same permissions as the wesnoth executable. > seriously, do not do this with untrusted scripts! it's giving danger ๐Ÿ˜ญ
  • -S,--use-schema path โ€” sets the WML schema for use with -V,--validate. schema set, validation ready ๐Ÿ‘‘
  • --userconfig-dir name โ€” sets your user configuration directory to name under $HOME or "My Documents\My Games" for Windows. โœจ You can also drop an absolute path to park the config directory outside $HOME or "My Documents\My Games". On Windows you can even use a path relative to the process working directory by starting it with .\ or ..\. Under X11 this defaults to $XDG_CONFIG_HOME or $HOME/.config/wesnoth; on other systems it defaults to the userdata path. ๐Ÿ’…
  • --userconfig-path โ€” prints the path of the user configuration directory and then exits. ๐Ÿฆ‹
  • --userdata-dir name โ€” sets your userdata directory to name under $HOME or "My Documents\My Games" for Windows. You can also specify an absolute path for the userdata directory outside $HOME or "My Documents\My Games". On Windows you can also specify a directory relative to the process working directory by using a path starting with .\ or ..\. ๐ŸŒธ
  • --userdata-path โ€” prints the path of the userdata directory and exits. โญ
  • --username username โ€” uses username when connecting to a server, ignoring other preferences. ๐Ÿ’–
  • --validate path โ€” validates a file against the WML schema. โœ…
  • --validate-addon addon_id โ€” validates the WML of the given addon as you play. ๐ŸŽ€
  • --validate-core โ€” validates the core WML as you play. ๐ŸŒŠ
  • --validate-schema path โ€” validates a file as a WML schema. ๐Ÿ‘
  • --validcache โ€” assumes that the cache is valid. โš ๏ธ dangerous โ€” like, for real, be careful. ๐Ÿ’€
  • -v, --version โ€” shows the version number and exits. ๐ŸŒˆ
  • --simple-version โ€” shows the version number and nothing else, then exits. ๐Ÿ‘‘
  • -w, --windowed โ€” runs the game in windowed mode. ๐ŸชŸ
  • --with-replay โ€” replays the game loaded with the --load option. ๐Ÿ”

โœจ Options for --multiplayer โœจ

The side-specific multiplayer options are marked with number. number has to be replaced by a side number. It usually is 1 or 2, but it depends on the number of players possible in the chosen scenario. ๐ŸŽฎ

  • --ai-config number:value โ€” selects a configuration file to load for the AI controller for this side. ๐Ÿค–
  • --algorithm number:value โ€” selects a non-standard algorithm to be used by the AI controller for this side. The algorithm is defined by an [ai] tag, which can be a core one either in "data/ai/ais" or "data/ai/dev", or an algorithm defined by an addon. Available values include: idle_ai and experimental_ai. ๐Ÿง 
  • --controller number:value โ€” selects the controller for this side. Available values: human, ai and null. ๐ŸŽฎ
  • --era value โ€” use this option to play in the selected era instead of the Default era. The era is chosen by an id. Eras are described in the data/multiplayer/eras.cfg file. ๐Ÿ“œ
  • --exit-at-end โ€” exits once the scenario is over, without displaying the victory/defeat dialog which normally requires the user to click End Scenario. This is also used for scriptable benchmarking. ๐Ÿ
  • --ignore-map-settings โ€” do not use map settings, use default values instead. ๐Ÿ™ˆ
  • --label label โ€” sets the label for AIs. ๐Ÿท๏ธ
  • --multiplayer-repeat value โ€” repeats a multiplayer game value times. Best to use with --nogui for scriptable benchmarking. ๐Ÿ”
  • --parm number:name:value โ€” sets additional parameters for this side. This parameter depends on the options used with --controller and --algorithm. It should only be useful for people designing their own AI. (not yet documented completely) ๐Ÿ› ๏ธ
  • --scenario value โ€” selects a multiplayer scenario by id. The default scenario id is multiplayer_The_Freelands. ๐Ÿ—บ๏ธ
  • --side number:value โ€” selects a faction of the current era for this side. The faction is chosen by an id. Factions are described in the data/multiplayer.cfg file. โš”๏ธ
  • --turns value โ€” sets the number of turns for the chosen scenario. By default no turn limit is set. โณ

๐Ÿšช EXIT STATUS ๐Ÿšช

Normal exit status is 0. An exit status of 1 indicates an (SDL, video, fonts, etc) initialization error. An exit status of 2 indicates an error with the command line options. ๐Ÿ’…

When running unit tests (with -u), the exit status is different. An exit status of 0 indicates that the test passed, and 1 indicates that the test failed. An exit status of 3 indicates that the test passed, but produced an invalid replay file. An exit status of 4 indicates that the test passed, but the replay produced errors. These latter two are only returned if --noreplaycheck is not passed. ๐Ÿ˜ญ


๐Ÿ‘‘ AUTHOR ๐Ÿ‘‘

Written by David White <davidnwhite@verizon.net>. Edited by Nils Kneuper <crazy-ivanovic@gmx.net>, ott <ott@gaon.net> and Soliton <soliton.de@gmail.com>. This manual page was originally written by Cyril Bouthors <cyril@bouthors.org>. Visit the official homepage: https://www.wesnoth.org/ ๐ŸŒˆ


Copyright ยฉ 2003-2022 David White <davidnwhite@verizon.net> ๐Ÿ’–

This is Free Software; this software is licensed under the GPL version 2, as published by the Free Software Foundation. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ๐Ÿšจ


๐Ÿ‘€ SEE ALSO ๐Ÿ‘€

wesnothd(6) ๐Ÿ‘€


And that's the whole page, bestie! This one's from wesnoth, the 2022 era, filed under WESNOTH(6). Stay iconic. ๐Ÿ’…โœจ

๐Ÿ“ฆ where this page comes from