Search found 172 matches
- January 8th, 2009, 5:25 pm
- Forum: Ideas
- Topic: New idea for ability- Mist
- Replies: 18
- Views: 3410
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...
- December 20th, 2008, 6:29 pm
- Forum: WML Workshop
- Topic: Freq. req. changes that devs won't do --- but can i?
- Replies: 8
- Views: 2120
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, ...
- December 20th, 2008, 6:22 pm
- Forum: Ideas
- Topic: Attack rotations
- Replies: 2
- Views: 1074
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...
- December 19th, 2008, 7:06 pm
- Forum: Multiplayer Development
- Topic: Mirror Era v0.1.0: Chaotic Drakes and Lawful Undead
- Replies: 5
- Views: 1924
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.
- December 11th, 2008, 6:05 pm
- Forum: WML Workshop
- Topic: Respawn unit after death and respawn time
- Replies: 4
- Views: 1503
Re: Respawn unit after death and respawn time
should beCode: Select all
type=unit.type
Code: Select all
type=$unit.type
your second event doesnt have
Code: Select all
first_time_only=no
- December 10th, 2008, 1:26 am
- Forum: Multiplayer Development
- Topic: Strategic Victory new Addon multiplayer maps
- Replies: 8
- Views: 2636
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.
Control your side, Recruit Walls, and seige your opponenet. Pretty simple.
- December 10th, 2008, 12:37 am
- Forum: WML Workshop
- Topic: upon die spawn new unit of same type
- Replies: 9
- Views: 2021
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...
- December 9th, 2008, 4:25 pm
- Forum: WML Workshop
- Topic: upon die spawn new unit of same type
- Replies: 9
- Views: 2021
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.
- December 9th, 2008, 2:18 am
- Forum: WML Workshop
- Topic: upon die spawn new unit of same type
- Replies: 9
- Views: 2021
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]
- December 9th, 2008, 1:02 am
- Forum: Scenario & Campaign Development
- Topic: Solo Tower Defence (Version 2.5 OUT!)
- Replies: 23
- Views: 8150
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 ...
- December 9th, 2008, 12:58 am
- Forum: Scenario & Campaign Development
- Topic: Solo Tower Defence (Version 2.5 OUT!)
- Replies: 23
- Views: 8150
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...
- December 9th, 2008, 12:37 am
- Forum: Scenario & Campaign Development
- Topic: Solo Tower Defence (Version 2.5 OUT!)
- Replies: 23
- Views: 8150
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 ...
- December 8th, 2008, 9:49 pm
- Forum: Scenario & Campaign Development
- Topic: Solo Tower Defence (Version 2.5 OUT!)
- Replies: 23
- Views: 8150
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...
- December 8th, 2008, 5:08 pm
- Forum: Art Workshop
- Topic: Unit sprites for Invasion from the Unknown/After the Storm
- Replies: 289
- Views: 112376
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...
- December 8th, 2008, 5:00 pm
- Forum: Faction & Era Development
- Topic: Is Napoleonnoth Dead?
- Replies: 13
- Views: 4525
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).