Search found 172 matches

by KingdomAmericaCMG
January 8th, 2009, 5:25 pm
Forum: Ideas
Topic: New idea for ability- Mist
Replies: 18
Views: 2660

Re: New idea for ability- Mist

well for ai using this ability my question atm is do ai use healing and leadership abilities both are adjacent ally abilities. if ai doesnt use leadership or healing i think its needed for ai code to be made usefull of these abilities. And this mist ability atractive for ai if they could recognize i...
by KingdomAmericaCMG
December 20th, 2008, 6:29 pm
Forum: WML Workshop
Topic: Freq. req. changes that devs won't do --- but can i?
Replies: 8
Views: 1663

Re: Freq. req. changes that devs won't do --- but can i?

for long range attacks its to be coded by right click actions. check out the code from Mech Wars and Galactic Empires. most units in Mech Wars can shoot long range. In Galactic Empires only the missle tank can shoot long range. basicly you right click on the unit to fire the missle, arm the missle, ...
by KingdomAmericaCMG
December 20th, 2008, 6:22 pm
Forum: Ideas
Topic: Attack rotations
Replies: 2
Views: 833

Attack rotations

So i thought of a neat idea that would make combat abit more cinamatic. This wouldnt be Mainline i think but maybe custom. so each unit has 5 attacks. 1 normal melee for attack and defense but less damage and less attacks 2 normal ranged (if has ranged) for attack and defense but less damage and les...
by KingdomAmericaCMG
December 19th, 2008, 7:06 pm
Forum: Multiplayer Development
Topic: Mirror Era v0.1.0: Chaotic Drakes and Lawful Undead
Replies: 5
Views: 1552

Re: Mirror Era v0.1.0: Chaotic Drakes and Lawful Undead

I havent look at your code yet but since you have chaotic loyalist, is the mage of light which has an aura of light, did you make it so its an aura of darkness otherwise you are hurting your own units. im not sure where else there might be instances of that.
by KingdomAmericaCMG
December 11th, 2008, 6:05 pm
Forum: WML Workshop
Topic: Respawn unit after death and respawn time
Replies: 4
Views: 1160

Re: Respawn unit after death and respawn time

Code: Select all

type=unit.type
should be

Code: Select all

type=$unit.type
I made the same mistake when imputing variables, there might be more problems

your second event doesnt have

Code: Select all

   first_time_only=no
so it will fire once and then the event will be removed.
by KingdomAmericaCMG
December 10th, 2008, 1:26 am
Forum: Multiplayer Development
Topic: Strategic Victory new Addon multiplayer maps
Replies: 8
Views: 2111

Re: Strategic Victory new Addon multiplayer maps

Castle Seige is now out. it needs testing please tell me what you think, and about the unit's.
Control your side, Recruit Walls, and seige your opponenet. Pretty simple.
by KingdomAmericaCMG
December 10th, 2008, 12:37 am
Forum: WML Workshop
Topic: upon die spawn new unit of same type
Replies: 9
Views: 1475

Re: upon die spawn new unit of same type

yes the point of this code is when a unit dies a new one of the same type is spawned. Think of it this way. you got a set of starting units. when your starting unit dies it is respawned at the starting area. The real objectives are for the senario. Im making a castle seige map for my strategic victo...
by KingdomAmericaCMG
December 9th, 2008, 4:25 pm
Forum: WML Workshop
Topic: upon die spawn new unit of same type
Replies: 9
Views: 1475

Re: upon die spawn new unit of same type

Ill try that, i wasnt quite sure the extension of the units variable, but i think your right i was getting the unit code id confused with the add unit code type.
by KingdomAmericaCMG
December 9th, 2008, 2:18 am
Forum: WML Workshop
Topic: upon die spawn new unit of same type
Replies: 9
Views: 1475

upon die spawn new unit of same type

basic problem is that im not sure how to write this right. the problem in type=old_unit.type is wrong but im not sure how to enter that right. [event] name=die [filter] side=1 [/filter] [store_unit] variable=old_unit kill=yes [/store_unit] [unit] type=old_unit.type x,y=10,20 [/unit] [/event]
by KingdomAmericaCMG
December 9th, 2008, 1:02 am
Forum: Scenario & Campaign Development
Topic: Solo Tower Defence (Version 2.5 OUT!)
Replies: 23
Views: 7096

Re: Solo Tower Defence (Version 2.0 OUT!)

Sounds good. You work on that while I work on this. :D I hope it turns out good. I will enjoy playing it. I will probably wait to see your conversion to the gold system first and use that as my platform. Ideally id like to make it into my map pack for multiplayer that has a bunch of maps that dont ...
by KingdomAmericaCMG
December 9th, 2008, 12:58 am
Forum: Scenario & Campaign Development
Topic: Solo Tower Defence (Version 2.5 OUT!)
Replies: 23
Views: 7096

Re: Solo Tower Defence (Version 2.0 OUT!)

The point of nightstalk would be that units with ambush can stop skirmishers, so in effect if it is night, the tower will be able to trap the first enemy that walks into it that night. this is a decent point, good thing about this is for traping the boss and making sure you hit it hard. Tower Defen...
by KingdomAmericaCMG
December 9th, 2008, 12:37 am
Forum: Scenario & Campaign Development
Topic: Solo Tower Defence (Version 2.5 OUT!)
Replies: 23
Views: 7096

Re: Solo Tower Defence (Version 2.0 OUT!)

Oh and yea, this CANNOT be multiplayer unless two of the following are changed... (The enemy movement, or that bug I was told about by zookeeper.) This does not work in multiplayer because it makes the players/observers get a corruption error. While the host is left in the game himself. :( That is ...
by KingdomAmericaCMG
December 8th, 2008, 9:49 pm
Forum: Scenario & Campaign Development
Topic: Solo Tower Defence (Version 2.5 OUT!)
Replies: 23
Views: 7096

Re: Solo Tower Defence (Version 2.0 OUT!)

I have an idea that could be interesting to make the turns go faster. side 1 human team 1 side 2 computer team 2 side 3 computer team 1 side 4 computer team 2 side 5 computer team 1 side 6 computer team 2 side 7 computer team 1 side 8 computer team 2 side 9 computer team 1 basicly it would work like...
by KingdomAmericaCMG
December 8th, 2008, 5:08 pm
Forum: Art Workshop
Topic: Unit sprites for Invasion from the Unknown/After the Storm
Replies: 289
Views: 91895

Re: Unit sprites for Invasion from the Unknown

The legs aren't too long. The weird look is because she's not standing on her legs. She's flying and the legs are dangling freely. With that in mind, it looks good. yes true, the problem i see is maybe the shadow is too close. move the unit up a little from the shadow. It looks like its not complet...
by KingdomAmericaCMG
December 8th, 2008, 5:00 pm
Forum: Faction & Era Development
Topic: Is Napoleonnoth Dead?
Replies: 13
Views: 3506

Re: Is Napoleonnoth Dead?

Id like to get the files and look at the unit code. I stole the images for my strategic victor add-on (has Stratego in it).