WESNOTH(6)

๐Ÿ“ฆ
version 1.18.7 ยท 2 versions
, in alpine 3.24, nixos 26.05, nixpkgs unstable, opensuse-leap 16.0

๐Ÿ‘‘ WESNOTH(6) โ€” Battle for Wesnoth ๐Ÿ‘‘

okay so bestie, you opened the manual for Battle for Wesnoth, and the man page header literally says WESNOTH(6) at the top, which is giving "section 6, games, we're in our gaming era" energy. Come sit, we're doing this together. ๐Ÿซถ


๐ŸŒธ NAME ๐ŸŒธ

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


โœจ SYNOPSIS โœจ

wesnoth [OPTIONS] [PATH_TO_DATA]

๐Ÿ’– DESCRIPTION ๐Ÿ’–

Battle for Wesnoth is a turn-based fantasy strategy game. No cap.

So here's the vibe: you defeat all enemy leaders using a well-chosen cadre of troops, and you gotta manage your resources of gold and villages while you do it. Every single unit has its own strengths and weaknesses, so to win you deploy your forces to their best advantage while denying your foes the chance to do the same. It's giving chess but make it fantasy. ๐Ÿงš

As units gain experience, they acquire new abilities and become more powerful โ€” glow-up arc, fr fr. You can play in your own language, test your skill against a smart computer opponent, or join Wesnoth's large community of online players. And if you're that girl, you can create your own custom units, scenarios or campaigns, and share them with others. iconic behavior ๐Ÿ’…


๐ŸŒˆ OPTIONS ๐ŸŒˆ

  • --all-translations โ€” shows every translation in the in-game language selection list, even the ones that are deemed insufficiently complete. Bestie, let them cook.
  • --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. ๐Ÿ—‘๏ธ
  • --bzip2 infile โ€” compresses a file in bzip2 format, stores it as infile.bz2 and removes infile.
  • -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. Lowkey convenient.
  • --campaign-difficulty[=difficulty] โ€” The difficulty of the specified campaign (1 to max). If none specified, the campaign difficulty selection widget will appear.
  • --campaign-scenario id_scenario โ€” The id of the scenario from the specified campaign. The default is the first scenario.
  • --campaign-skip-story โ€” Skip [story] screens and dialog through the end of the start event. For when you've already seen the cutscene, no offense to the writers. ๐Ÿ˜ญ
  • --clock โ€” Adds the option to show a clock for testing the drawing timer. โฐ
  • --config-dir name โ€” Deprecated, use --userdata-dir.
  • --config-path โ€” Deprecated, use --userdata-path.
  • --core id_core โ€” overrides the loaded core with the one whose id is specified.
  • --data-dir directory โ€” overrides the data directory with the one specified
  • --data-path โ€” prints the path of the data directory and exits. ๐Ÿ“
  • -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). iykyk.
  • --debug-lua โ€” enables some Lua debugging mechanisms ๐Ÿ›
  • --strict-lua โ€” disallow deprecated Lua API calls
  • -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.
  • -e[file], --editor[=file] โ€” start the in-game map editor directly. If file is specified, equivalent to -l --load.
  • --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. ๐Ÿ“ˆ
  • -f, --fullscreen โ€” runs the game in full screen mode.
  • --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.
  • --gzip infile โ€” compresses a file in gzip format, stores it as infile.gz and removes infile.
  • -h, --help โ€” displays a summary of command line options to standard output, and exits. Our savior, honestly. 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.
  • -L, --language lang โ€” uses language lang (symbol) this session. Example: --language ang_GB@latin
  • --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-precise โ€” shows the timestamps in log output with more precision.
  • --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. ๐Ÿ’€
  • --logdomains[=filter] โ€” lists defined log domains (only the ones containing filter if used) and exits
  • --no-log-to-file โ€” prevents redirecting logged output to a file. Log files are created in the logs directory under the userdata folder.
  • --log-to-file โ€” log output is written to a file. Cancels the effect of --no-log-to-file whether implicit or explicit.
  • --wnoconsole โ€” For Windows, when used with --no-log-to-file, results in output being written to cerr/cout instead of CONOUT. Otherwise, does nothing.
  • --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.
  • -m, --multiplayer โ€” runs a multiplayer game. There are additional options that can be used together with --multiplayer as explained below. ๐ŸŒ
  • --mp-test โ€” load the test mp scenarios.
  • --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. ๐Ÿ™ˆ
  • --nodelay โ€” runs the game without any delays for graphic benchmarking. This is automatically enabled by --nogui.
  • --noaddons โ€” disables loading of user addons.
  • --nocache โ€” disables caching of game data.
  • --nogui โ€” runs the game without the GUI. Only available in combination with --multiplayer or --screenshot or --plugin.
  • --nobanner โ€” suppress the startup banner.
  • --nomusic โ€” runs the game without music. ๐Ÿคซ
  • --noreplaycheck โ€” don't try to validate replay of unit test. Only relevant when used with -u.
  • --nosound โ€” runs the game without sounds and music. ๐Ÿ”‡
  • --output file โ€” output to the specified file. Applicable to diffing operations.
  • --password password โ€” uses password when connecting to a server, ignoring other preferences. Unsafe. Bestie I am begging you, be careful with this one.
  • --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.
  • -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.
  • -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-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.
  • --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.
  • --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.
  • -r XxY, --resolution XxY โ€” sets the screen resolution. Example: -r 800x600.
  • --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. ๐Ÿ–ผ๏ธ
  • -R, --report โ€” initializes game directories, prints build information suitable for use in bug reports, and exits.
  • --rng-seed number โ€” seeds the random number generator with number. Example: --rng-seed 0.
  • --screenshot map output โ€” saves a screenshot of map to output without initializing a screen. ๐Ÿ“ธ
  • --script file โ€” (experimental) file containing a Lua script to control the client.
  • -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.
  • --showgui โ€” runs the game with the GUI, overriding any implicit --nogui.
  • --strict-validation โ€” validation errors are treated as fatal errors.
  • -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.
  • --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.
  • -u, --unit scenario-id โ€” runs the specified test scenario as a unit test. Implies --nogui.
  • --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. ๐Ÿ˜ญ bestie no.

  • -S,--use-schema path โ€” sets the WML schema that -V,--validate is gonna use. yeah bestie, schema first, validation second ๐Ÿ’…
  • --userconfig-dir name โ€” sets the user config directory to name, living under $HOME (or "My Documents\My Games" if you're on Windows ๐ŸชŸ). You can also drop in an absolute path if you want your config somewhere totally outside $HOME or "My Documents\My Games". On Windows you can even go relative to the process working directory by starting your path with .\ or ..\. Defaults? Under X11 it's $XDG_CONFIG_HOME or $HOME/.config/wesnoth, and on other systems it's the userdata path. iykyk โœจ
  • --userconfig-path โ€” just prints the path of the user config directory and dips. no drama, no game launch ๐ŸŒธ
  • --userdata-dir name โ€” sets the userdata directory to name, under $HOME (or "My Documents\My Games" for Windows). Absolute path? Totally allowed, even outside $HOME or "My Documents\My Games". And on Windows, same deal as above: relative paths starting with .\ or ..\ work relative to the process working directory ๐Ÿ’–
  • --userdata-path โ€” prints the path of the userdata directory and bounces. iconic behavior, honestly ๐Ÿ‘‘
  • --username username โ€” uses username when you connect to a server, and ignores all your other preferences. like, it said what it said, no cap ๐Ÿ˜ญ
  • --validate path โ€” validates a file against the WML schema. vibe check, but for files ๐Ÿ”ฅ
  • --validate-addon addon_id โ€” validates the WML of the given addon as you play. multitasking queen โœจ
  • --validate-core โ€” validates the core WML as you play. same energy, core edition ๐Ÿ’œ
  • --validate-schema path โ€” validates a file as a WML schema. schema-ception, we love to see it ๐Ÿฆ‹
  • --validcache โ€” assumes that the cache is valid. ๐Ÿšจ (dangerous) โ€” the manpage literally says dangerous, so like, don't come crying to me if it's not actually valid bestie ๐Ÿ’€
  • -v, --version โ€” shows the version number and exits. short, sweet, slays ๐Ÿ’…
  • --simple-version โ€” shows the version number and nothing else, then exits. minimalism is a lifestyle ๐ŸŽ€
  • -w, --windowed โ€” runs the game in windowed mode. for when fullscreen is giving too much main character energy ๐ŸชŸ
  • --with-replay โ€” replays the game you loaded with the --load option. rewind era, we're so back โญ

๐ŸŽฎ Options for --multiplayer ๐ŸŽฎ

okay so the side-specific multiplayer options are marked with number. that number? it has to be replaced by a side number. it's usually 1 or 2, but honestly it depends on how many players are possible in the scenario you picked. read the room (the scenario) ๐Ÿ’–

  • --ai-config number:value โ€” picks a configuration file to load for the AI controller of this side. robot bestie setup ๐Ÿค–
  • --algorithm number:value โ€” picks a non-standard algorithm for the AI controller on this side. The algorithm is defined by an [ai] tag โ€” could be a core one in "data/ai/ais" or "data/ai/dev", or one defined by an addon. Available values include: idle_ai and experimental_ai. experimental? in this economy? ๐Ÿ˜ญ
  • --controller number:value โ€” picks the controller for this side. Available values: human, ai and null. choose your fighter โœจ
  • --era value โ€” use this 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‘‘
  • --exit-at-end โ€” exits once the scenario is over, without showing the victory/defeat dialog (the one that normally makes you click End Scenario). Also used for scriptable benchmarking. no goodbyes, just gone ๐Ÿ’จ
  • --ignore-map-settings โ€” do not use map settings, use default values instead. map said what it said, we're ignoring it ๐Ÿ™ˆ
  • --label label โ€” sets the label for AIs. name tags but for robots ๐Ÿท๏ธ
  • --multiplayer-repeat value โ€” repeats a multiplayer game value times. Best to use with --nogui for scriptable benchmarking. loop it, bestie 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) โ€” so like, mysterious behavior, we respect it ๐Ÿ’…
  • --scenario value โ€” selects a multiplayer scenario by id. The default scenario id is multiplayer_The_Freelands. that's the one, no cap ๐ŸŒˆ
  • --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. pick your people ๐Ÿซถ
  • --turns value โ€” sets the number of turns for the chosen scenario. By default no turn limit is set. unlimited turns, unlimited potential, lowkey terrifying โœจ

๐Ÿšช EXIT STATUS ๐Ÿšช

Normal exit status is 0. An exit status of 1 means there was an (SDL, video, fonts, etc) initialization error. An exit status of 2 means something went wrong with the command line options. so like, check your flags bestie ๐Ÿ˜ญ

When you're running unit tests (with -u), the exit status plays by different rules:

  1. Exit status 0 โ€” the test passed โœ…
  2. Exit status 1 โ€” the test failed ๐Ÿ’€
  3. Exit status 3 โ€” the test passed, but produced an invalid replay file ๐ŸŽ€
  4. Exit status 4 โ€” the test passed, but the replay produced errors ๐Ÿฆ‹
those last two (3 and 4) are only returned if --noreplaycheck is not passed. so if you passed it, don't expect them. periodt ๐Ÿ’…

โœ๏ธ AUTHOR โœ๏ธ

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/ โ€” go say hi, they're iconic ๐ŸŒ


Copyright ยฉ 2003-2024 David White <davidnwhite@verizon.net>

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. like literally none, don't @ me ๐Ÿ™ˆ

๐Ÿ‘€ SEE ALSO ๐Ÿ‘€


and that's the whole page bestie!! ๐Ÿ’– this one's from wesnoth version 2022, dated 2022, and it's WESNOTH(6) โ€” go forth and --validate responsibly, mwah ๐ŸŽ€โœจ๐Ÿฆ‹

๐Ÿ“ฆ where this page comes from