---
name: "wesnoth-nolog"
section: "6"
platform: "linux"
package: "wesnoth"
version: "1:1.4.4-2+lenny1"
release: "Debian 5.0 (Lenny)"
platforms: ["linux"]
url: "https://new.carta.tech/wesnoth"
---

# wesnoth-nolog(6)

Battle for Wesnoth, a turn-based fantasy strategy game

Part of [wesnoth(6)](/wesnoth/6.md).

## NAME

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 on-line players. Create your own custom units, scenarios or  campaigns, and share them with others.

## OPTIONS

- **--bpp** *number*

  sets BitsPerPixel value. Example: **--bpp 32**

- **--compress** *infile outfile*

  compresses a savefile (*infile*) that is in text WML format into binary WML format (*outfile*).

- **-d, --debug**

  shows extra debugging information and enables additional command mode options in-game (see the website at http://www.wesnoth.org/wiki/CommandMode for more information about command mode).

- **--decompress** *infile outfile*

  decompresses a savefile (*infile*) that is in binary WML format into text WML format (*outfile*).

- **-f, --fullscreen**

  runs the game in full screen mode.

- **--fps**

  displays the number of frames per second the game is currently running at, in a corner of the screen.

- **--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.

- **--load** *savegame*

  loads the file savegame from the standard save game directory.

- **--log-***level***=***domain1***,***domain2***,***...*

  sets the severity level of the log domains. **all** can be used to match any log domain. Available levels: **error**, **warning**, **info**, **debug**. By default the **error** level is used.

- **--logdomains**

  Dumps a list of all log domains and exits.

- **--max-fps**

  the number of frames per second the game can show, the value should be between the 1 and 1000, the default is **50**.

- **--multiplayer**

  runs a multiplayer game. There are additional options that can be used together with **--multiplayer** as explained below.

- **--nocache**

  disables caching of game data.

- **--nosound**

  runs the game without sounds and music.

- **--path**

  prints the name of the game data directory and exits.

- **-r** *X***x***Y***, --resolution** *X***x***Y*

  sets the screen resolution. Example: **-r 800x600**

- **-t, --test**

  runs the game in a small test scenario.

- **-v, --version**

  shows the version number and exits.

- **-w, --windowed**

  runs the game in windowed mode.

- **--no-delay**

  runs the game without any delays for graphic benchmarking.  This is automatically enabled by **--nogui**.

- **--nogui**

  runs the game without the GUI. Must appear before **--multiplayer** to have the desired effect.

- **--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.

## 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.

- **--algorithm***number***=***value*

  selects a non-standard algorithm to be used by the AI controller for this side. Available values: **idle\_ai** and **sample\_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.

- **--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**.

- Example to test your own AI against the default AI without starting the GUI:

  **wesnoth --nogui --multiplayer --controller1=ai --controller2=ai --algorithm2=python\_ai --parm2=python\_script:py/my\_own\_python\_ai.py**

## 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/

## COPYRIGHT

Copyright © 2003-2007 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.

## SEE ALSO

[**wesnoth\_editor**(6)](/wesnoth_editor/6.md), [**wesnothd**(6)](/wesnothd/6.md)
