Search found 575 matches
- August 31st, 2013, 6:01 am
- Forum: Multiplayer Development
- Topic: Faunima: Land of Monsters (Tutorial/Gameplay Showcase)
- Replies: 2
- Views: 1721
Re: Faunima: Land of Monsters (Tutorial/Gameplay Showcase)
A single menu covering all menus would in the finished product make for just as if not more tedious clicking to slog through all the options it would incur. We went for the path of least clicks. Item use and Move selection are already being combined into one menu. As for the lack of art - When art w...
- August 27th, 2013, 9:21 pm
- Forum: Art Workshop
- Topic: Zero's art
- Replies: 926
- Views: 296612
Re: Zero's art
Them hips don't lie.
- August 23rd, 2013, 9:09 pm
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 12261
Re: [mainline] Undead trait and healing
heals +8 turns back time to exactly 8 damage points ago for everything allied nearby.
Unless they're poisoned. Cause poison makes time funky.
Mythos solved. Every healer is a Time Lord.
Unless they're poisoned. Cause poison makes time funky.
Mythos solved. Every healer is a Time Lord.
- August 20th, 2013, 4:30 pm
- Forum: Users’ Forum
- Topic: [mainline] Undead trait and healing
- Replies: 39
- Views: 12261
Re: [mainline] Undead trait and healing
Technically necromancy is a form of healing magic.
Dr. Necromancer: "What's that, you died? Let me fix that for you."
If I was allied with a necromancer anyway, what's the problem with using some necromancy to help a bro out?
Dr. Necromancer: "What's that, you died? Let me fix that for you."
If I was allied with a necromancer anyway, what's the problem with using some necromancy to help a bro out?
- August 1st, 2013, 3:46 am
- Forum: WML Workshop
- Topic: Persistent Variable + Arrays Findings/Experimentation
- Replies: 0
- Views: 582
Persistent Variable + Arrays Findings/Experimentation
I've been fiddling around with persistent variables with some help from Shadowmaster. As it stands I've found that if you attempt to [set_global_variable] with to_global of foo.bar you get absolutely no change to your namespace file. like so. [set_global_variable] namespace=Your_Addon from_local=foo...
- July 31st, 2013, 5:09 am
- Forum: Multiplayer Development
- Topic: Faunima: Land of Monsters (Tutorial/Gameplay Showcase)
- Replies: 2
- Views: 1721
Faunima: Land of Monsters (Tutorial/Gameplay Showcase)
Hello again Wesnoth. Do you like collecting monsters? Do you like multiplayer? Do you like - Persistent characters and Permadeath? Well then, Faunima: Land of Monsters is for you! A world inhabited entirely by monsters (also called Faunimals), even you and the rest of the sentient beings are monster...
- July 30th, 2013, 2:48 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72435
Re: Modern Combat: 1.0.1 Released!
Sorry about that, still haven't been able to get the custom terrains to work in the map editor, so I had to edit the maps by hand.
It should be patched up in the next update.
It should be patched up in the next update.
- July 15th, 2013, 11:41 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72435
Re: Modern Combat: 1.0 Released!
Modern Combat 1.0 has been released to the add-on server. It's been a long time, but it's finally what we would call "complete." Any future updates of Modern Combat will be for bugfixes, balance changes, or the addition of new features. A_Guy will probably comment with a change-log soon. A...
- July 10th, 2013, 1:09 am
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72435
Re: Modern Combat: Beta0.9.9 Released!
0.9.9 has been uploaded to the add-on server in 1.10.x We've fixed every bug we knew about, and have all features currently planned implemented. The only reason this isn't 1.0 is because we want to make sure that we find any bugs that we couldn't find by ourselves, and perhaps test balance/add maps....
- July 4th, 2013, 8:50 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72435
Re: Modern Combat: Beta0.9.685 Released!
It's sure been awhile, hasn't it. I don't even know if I remember how to do all this stuff. From what I recall, which is from 2 years ago: Immigrants can be recruited in larger amounts than any other unit, for cheap. they are cheap fodder that can give you an overwhelming early advantage by taking v...
- July 7th, 2011, 7:23 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72435
Re: Modern Combat: Beta0.9.685 Released!
I found the problem with the Pacific and Europe maps, the fixes've been sent to A_Guy.
- June 20th, 2011, 3:27 am
- Forum: Forum Games
- Topic: Ruin A Wish
- Replies: 798
- Views: 709709
Re: Ruin A Wish
Granted, your muscles overheat and you can only run for a second before taking a break.
I wish that I could undo this wish after it was granted.
I wish that I could undo this wish after it was granted.
- June 16th, 2011, 6:54 am
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72435
Re: Modern Combat: Beta0.9.685 Released!
Well back to this. 0.9.685 is on the 1.8.5 Add-on server. With a new Pacific map. Utils: Work: 100% resist Traits Town Upgrade Town Select Default Settings Only Income Research Leaders Unit Map Abilities Loss Transportation Move Into (air)Port Realranged Diplomacy Give Unit Give Village add Barracks...
- March 5th, 2011, 1:03 am
- Forum: WML Workshop
- Topic: Modifying Recruit/Kill/Loss statistics?
- Replies: 0
- Views: 550
Modifying Recruit/Kill/Loss statistics?
Windows 7, Wesnoth 1.8.2 (though this add-on will move to 1.9, if it's possible in that but not 1.8) Unit's aren't explicitly a single 'unit' in my add-on. I was wondering if it was possible to modify the recruit/kill/death statistics shown to the player so they have a better idea of how they're doi...
- March 2nd, 2011, 3:11 am
- Forum: WML Workshop
- Topic: Some Trouble with Ineffectual {MODIFY_UNIT}s
- Replies: 12
- Views: 1527
Re: Some Trouble with Ineffectual {MODIFY_UNIT}s
Oooh, that makes more sense.
Anyway, I also wanted to replace the image of the "Tower" unit, with the image of the "stored" unit. I wasn't sure how to do that.
Anyway, I also wanted to replace the image of the "Tower" unit, with the image of the "stored" unit. I wasn't sure how to do that.