Search found 150 matches
- July 3rd, 2010, 7:56 pm
- Forum: WML Workshop
- Topic: Custom commands in WML?
- Replies: 2
- Views: 781
- July 3rd, 2010, 4:31 pm
- Forum: WML Workshop
- Topic: Custom commands in WML?
- Replies: 2
- Views: 781
Custom commands in WML?
************************************ * abc def gh i jk lmnopq rs tuv wxyz1 234567 890 ENTER ! @ Key: * = unit ! = command string @ = command result everything else = labels Basically, a player can move units to labels on the map "a", "b", etc. and when they do so, the letter is a...
- December 2nd, 2007, 1:32 am
- Forum: Faction & Era Development
- Topic: The Qesicans (Development Stage: Art/Submission to the EE)
- Replies: 194
- Views: 43515
- September 21st, 2007, 11:51 pm
- Forum: Ideas
- Topic: An easy way to make the campaigns easier
- Replies: 24
- Views: 4596
Nor's changing the rules to make it easier. The fun comes, IMHO, from learning to play the game as is, not from altering it to fit your skills. if you alter it the minute it gets too hard, you'll never improve. He doesn't want to improve. He wants the campaigns to be playable the first time by new ...
- September 21st, 2007, 5:23 am
- Forum: Strategies & Tips
- Topic: Please, re-think Orcs. :(
- Replies: 35
- Views: 10468
- September 21st, 2007, 1:51 am
- Forum: Users’ Forum
- Topic: Nobody on 1.3.8 server
- Replies: 1
- Views: 902
Nobody on 1.3.8 server
Nobody is on (every time I log in, except for once where a person complained about the lack of people and left).
Is this a normal problem between releases? And when do most people usually migrate to the development server?
Is this a normal problem between releases? And when do most people usually migrate to the development server?
- September 15th, 2007, 10:16 pm
- Forum: Faction & Era Development
- Topic: The Qesicans (Development Stage: Art/Submission to the EE)
- Replies: 194
- Views: 43515
Quescians save income on freemen, then would press an assault, starting with multiple freemen going in and stabbity stabbing at some points, to poison something and force it to retreat or become fodder... and that would be their gamble, and if they pulled it off right they would have a chance at wi...
- September 9th, 2007, 5:21 am
- Forum: Multiplayer Development
- Topic: Concept for a multiplayer RPG.
- Replies: 14
- Views: 3641
I don't have a complete example, but see spawning_ai in the Coder's Corner for an example of an "AI".Lorbi wrote:Can you give a tiny example of how that works?
( for me pseudo-code is fine too )
- September 8th, 2007, 10:44 pm
- Forum: Multiplayer Development
- Topic: Concept for a multiplayer RPG.
- Replies: 14
- Views: 3641
- September 8th, 2007, 7:37 pm
- Forum: Multiplayer Development
- Topic: Modular RPG Era
- Replies: 52
- Views: 24684
- September 8th, 2007, 7:36 pm
- Forum: Multiplayer Development
- Topic: Concept for a multiplayer RPG.
- Replies: 14
- Views: 3641
Thought about something like that, too. You'd need to be able to work with text though. And about the cheating - I think that is something you would play with friends anyway so there is no need to avoid players cheating. Use a Python AI to work with text. If you really wanted to prevent cheating, y...
- September 8th, 2007, 4:37 am
- Forum: Multiplayer Development
- Topic: Concept for a multiplayer RPG.
- Replies: 14
- Views: 3641
Re: Concept for a multiplayer RPG.
I'd like to do this in the future: 1. Make a multiplayer campaign, with each scenario representing an area. i.e, ordered in terms of displacement, not time. i.e a grid of different cities; each city is a scenario in itself. by going on the map edge road tiles, go to adjacent cities (scenarios). 2. ...
- September 8th, 2007, 4:34 am
- Forum: Coder’s Corner
- Topic: spawning_ai
- Replies: 0
- Views: 1345
spawning_ai
This AI is smart with spawning. It does not fight and needs extra WML to support it (it isn't really an AI). This AI must go before the main AI unless the AI does not spawn on the first turn. The person coding the WML needs to use some kind of event (side turn, new turn) to poll the spawning variabl...
- September 6th, 2007, 2:17 am
- Forum: Game Development
- Topic: Engines
- Replies: 7
- Views: 3164
- September 5th, 2007, 11:09 pm
- Forum: Coder’s Corner
- Topic: "Specialist" AI
- Replies: 11
- Views: 4355