wesnoth man page

wesnoth — Battle for Wesnoth, a turn-based fantasy strategy game

Synopsis

wesnoth [Options] [PATH_TO_DATA]

Description

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

Defeat all enemy leaders using a well-chosen cadre of troops, taking care to manage your resources of gold and villages. All units have their 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.

Options

--bunzip infile.gz
decompresses a file which should be in bzip2 format and stores it without the .bz2 suffix. The infile.bz2 will be removed.
--bzip infile
compresses a file in bzip2 format, stores it as infile.bz2 and removes infile.
-c--campaign [id_campaign]
goes directly to the campaign with id <id_campaign>. A selection menu will appear if no id was specified.
--core id_core
overrides the loaded core with the one whose id is specified.
--campaign-difficulty [difficulty]
The difficulty of the specified campaign (1 to max). If none specified, the campaign difficulty selection widget will appear.
--campaign-scenario id_scenario
The id of the scenario from the specified campaign. The default is the first scenario.
--data-dir directory
overrides the data directory with the one specified
--data-path
print the path of the data directory and exits.
-d, --debug
enables additional command mode options in-game (see the wiki page at http://www.wesnoth.org/wiki/CommandMode for more information about command mode).
-e--editor file
start the in-game map editor directly. If file is specified, equivalent to -l --load
--fps
displays the number of frames per second the game is currently running at, in a corner of the screen.
-f, --fullscreen
runs the game in full screen mode.
--gunzip infile.gz
decompresses a file which should be in gzip format and stores it without the .gz suffix. The infile.gz will be removed.
--gzip infile
compresses a file in gzip format, stores it as infile.gz and removes infile.
-h, --help
displays a summary of command line options to standard output, and exits.
-l--load file
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
uses language lang (symbol) this session. Example: --language ang_GB@latin
--log-level=domain1,domain2,...
sets the severity level of the log domains. all can be used to match any log domain. Available levels: errorwarninginfodebug. By default the error level is used.
--log-precise
shows the timestamps in the logfile with more precision.
--log-strict
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.
--logdomains [filter]
lists defined log domains (only the ones containing filter if used) and exits
--max-fps fps
the number of frames per second the game can show, the value should be between the 1 and 1000, the default is 50.
-m, --multiplayer
runs a multiplayer game. There are additional options that can be used together with --multiplayer as explained below.
--mp-test
load the test mp scenarios.
--no-delay
runs the game without any delays for graphic benchmarking. This is automatically enabled by --nogui.
--noaddons
disables loading of user addons.
--nocache
disables caching of game data.
--nogui
runs the game without the GUI.
--nomusic
runs the game without music.
--noreplaycheck
don't try to validate replay of unit test. Only relevant when used with -u.
--nosound
runs the game without sounds and music.
--password password
uses <password> when connecting to a server, ignoring other preferences. Unsafe.
--path
prints the name of the game data directory and exits.
-p--preprocess source-file/folder target-directory
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 macroses 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: http://wiki.wesnoth.org/PreprocessorRef…
--preprocess-defines=DEFINE1,DEFINE2,etc
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
used only by the '--preprocess' command. Specifies a file that contains [preproc_define]s to be included before preprocessing.
--preprocess-output-macros [target-file]
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
sets the screen resolution. Example: -r 800x600
--render-image image output
takes a valid wesnoth 'image path string' with image path functions, and outputs to a windows .bmp file.
--rng-seed seed
seeds the random number generator with number <arg>. Example: --rng-seed 0
--screenshot map output
saves a screenshot of <map> to <output> without initializing a screen.
-s--server [host]
connects to the specified host if any, otherwise connect to the first server in preferences. Example: --server server.wesnoth.org
--showgui
runs the game with the GUI, overriding any implicit --nogui.
--strict-validation
validation errors are treated as fatal errors.
-t--test [scenario_id]
runs the game in a small test scenario. The scenario should be one defined with a [test] WML tag. The default is "test". Implies --nogui.
-u--unit scenario-id
runs the specified test scenario as a unit test. Implies --nogui.
--userconfig-dir name
sets the user configuration directory to name under $HOME or "My Documents\My Games" for windows. You can also specify an absolute path for the configuration directory outside the $HOME or "My Documents\My Games". On Windows it is also possible to specify a directory relative to the process working directory by using path starting with ".\" or "..\". Under X11 this defaults to $XDG_CONFIG_HOME or $HOME/.config/wesnoth, on other systems to the userdata path.
--userconfig-path
prints the path of the user configuration directory and exits.
--userdata-dir name
sets the 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 the $HOME or "My Documents\My Games". On Windows it is also possible to specify a directory relative to the process working directory by using path starting with ".\" or "..\".
--username username
uses <username> when connecting to a server, ignoring other preferences.
--userdata-path
prints the path of the userdata directory and exits.
--validcache
assumes that the cache is valid. (dangerous)
-v, --version
shows the version number and exits.
-w, --windowed
runs the game in windowed mode.
--with-replay
replays the game loaded with the --load option.

Options for --multiplayer

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 depends on the number of players possible in the chosen scenario.

--ai_config number:value
selects a configuration file to load for the AI controller for this side.
--algorithm number:value
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.
--controller number:value
selects the controller for this side. Available values: human and ai.
--era value
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.
--exit-at-end
exits once the scenario is over, without displaying victory/defeat dialog which requires the user to click OK. This is also used for scriptable benchmarking.
--ignore-map-settings
do not use map settings, use default values instead.
--multiplayer-repeat value
repeats a multiplayer game value times. Best to use with --nogui for scriptable benchmarking.
--parm number:name:value
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)
--scenario value
selects a multiplayer scenario by id. The default scenario id is multiplayer_The_Freelands.
--side number:value
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.
--turns value
sets the number of turns for the chosen scenario. The default is 50.

Exit Status

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.
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. An exit status of 2 indicates that the test timed out, when used with the deprecated --timeout option.

Author

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: http://www.wesnoth.org/

See Also

wesnothd(6).

Referenced By

wesnothd(6).

2013 wesnoth Battle for Wesnoth