Search found 15 matches
- October 13th, 2006, 1:48 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 34142
The main problem when using unicode is not the editor but the keyboard. For things like entering a text I would fully agree. But for a map, simply open a character-table. This is not so different from clicking the desired type in the graphic editor. For purposes other than user-visible text, one sh...
- October 13th, 2006, 1:40 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 34142
and chaning the internal terrain-type from char to int should be no problem either. That judgement is based upon what??? I got to with unicode-portation at work often. The most heavy part is converting the string-functions (search etc), but all ugly cases like single graphemes consisting of multipl...
- October 9th, 2006, 10:50 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 34142
(noone should open them with a non-unicode aware editor). Except, of course, that many do open them with non-UNICODE-aware editors now.... But there is realy no need to - unicode editors are available for free for almost every system. And also most old editors supports this in newer versions. And t...
- October 9th, 2006, 1:05 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 34142
Why not make the maps UTF-8 ? - This would change none of the existing maps - It allowes for editing as usual (with an unicode-able editor) - it increases the possible terrain-types by far enough - it provides related letters (a good couple of villages can use v with different accents) Of course we ...
- October 9th, 2006, 12:19 pm
- Forum: Multiplayer Development
- Topic: New [map] BBCode tag
- Replies: 31
- Views: 9819
- October 9th, 2006, 11:59 am
- Forum: Ideas
- Topic: Troll trait: Stupid
- Replies: 24
- Views: 5916
- October 9th, 2006, 11:28 am
- Forum: Ideas
- Topic: New terrain: forest village
- Replies: 43
- Views: 11094
Too, subtle, I'm afraid, and too blurry. It needs to be clearly obvious that there's a village there, and the way we currently do that is with a large, clearly shaded, sharply defined building. This village sample would be far too easy to overlook on the map. The underground villages are also very ...
- September 21st, 2006, 6:24 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 618
- Views: 139770
Aaaahhhh!! Now all works well, but that stupid Outlaw Princess Sarah drives me crazy - she still attacks when she had left only one hitpoint and is poisoned. I've tried to leave them a village nearby but she doesn't go there, instead using her skirmish to position herself somewhere surrounded by fiv...
- September 21st, 2006, 10:16 am
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 618
- Views: 139770
Wrong, it uses the Arendian units (as listed in the Imperial Era) Aah! This dependency should be mentioned in the campaign description - or even better, download it automatically if not already installed. At least you should get a big alert, what's missing (e.g. a dialog event) instead of the stand...
- September 20th, 2006, 4:40 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 618
- Views: 139770
In the scenatio file the line recruit= simply count no unittypes Ok, that not it. It's the missing Ardenian units: Ardenian Horesman, Ardenian Swordsman - those should be equal to their Loyalist counterpart, yes? But Ardenian Druid and Ardenian Bowrider are not in the campaing-package. And the Raid...
- September 20th, 2006, 10:33 am
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 618
- Views: 139770
- September 20th, 2006, 9:43 am
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 618
- Views: 139770
- July 8th, 2006, 9:38 am
- Forum: Mainline Campaign Development
- Topic: [Historical] Campaign-Rebirth of the North
- Replies: 384
- Views: 116950
Wrong Ranges
I'm playing 1.12 and still 11 units have "long" and "short" attacks instead of "ranged" and "meele" (Highwayman, Rogue_Mage, Shadow_Mage, Shadow_Lord, Brigant, Henchman, Huntsman, Human_ranger, Demilich, Dread_Lich and Fugitive). I've changed this for me, but ...
- June 29th, 2006, 10:42 am
- Forum: Heir to the Throne
- Topic: Scenario 20a: Home of the North Elves
- Replies: 44
- Views: 45876
Re: Scenario Review: (HTTT) Home of the North Elves
Not good enough? Doesn't matter now, we have a string freeze. After a little review - yes. I don't know why I had other wordings in mind. Has it changed in 1.1.7 ? But it's ok now. It has changed now so that the turn after you make it to the woods you win. ok, this feels a lot better now. I still s...
- June 28th, 2006, 1:54 pm
- Forum: Heir to the Throne
- Topic: Scenario 20a: Home of the North Elves
- Replies: 44
- Views: 45876
Re: Scenario Review: (HTTT) Home of the North Elves
(1) What difficulty levels and game versions have you played the scenario on? 1.1.5 on Medium (and many earlier versions, where it was a completey different scenario) (2) How difficult did you find the scenario? (1-10) 2 - you can easily avoid nearly any conflict if you go straight east along the ri...