Search found 150 matches

by eyu100
July 3rd, 2010, 7:56 pm
Forum: WML Workshop
Topic: Custom commands in WML?
Replies: 2
Views: 781

Re: Custom commands in WML?

Oops. :oops:
by eyu100
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...
by eyu100
December 2nd, 2007, 1:32 am
Forum: Faction & Era Development
Topic: The Qesicans (Development Stage: Art/Submission to the EE)
Replies: 194
Views: 43515

Is this abandoned?
by eyu100
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 ...
by eyu100
September 21st, 2007, 5:23 am
Forum: Strategies & Tips
Topic: Please, re-think Orcs. :(
Replies: 35
Views: 10468

Doc Paterson wrote:Welcome back, Higher Game!

:D
:D
:wink:
by eyu100
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?
by eyu100
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...
by eyu100
September 9th, 2007, 5:21 am
Forum: Multiplayer Development
Topic: Concept for a multiplayer RPG.
Replies: 14
Views: 3641

Lorbi wrote:Can you give a tiny example of how that works?
( for me pseudo-code is fine too )
I don't have a complete example, but see spawning_ai in the Coder's Corner for an example of an "AI".
by eyu100
September 8th, 2007, 10:44 pm
Forum: Multiplayer Development
Topic: Concept for a multiplayer RPG.
Replies: 14
Views: 3641

Make the first player a player that does nothing but run a Python script (an "AI"). The string is put into a specific WML variable which is accessed by Python. Another WML variable would let Python check if the scenario wants a string to be parsed or not.
by eyu100
September 8th, 2007, 7:37 pm
Forum: Multiplayer Development
Topic: Modular RPG Era
Replies: 52
Views: 24684

bumping this
by eyu100
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...
by eyu100
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. ...
by eyu100
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...
by eyu100
September 6th, 2007, 2:17 am
Forum: Game Development
Topic: Engines
Replies: 7
Views: 3164

For one moment, I thought that you meant moderator-friendly :lol:.
by eyu100
September 5th, 2007, 11:09 pm
Forum: Coder’s Corner
Topic: "Specialist" AI
Replies: 11
Views: 4355

The AI is not recruiting - does anyone have an idea why?