Search found 22 matches

by kpearce
October 22nd, 2013, 8:17 pm
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Thanks, Valensk. I will put that typo on my list to fix.
by kpearce
September 11th, 2013, 4:11 pm
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Ah, yes that's definitely a bug. I'll make sure to fix that.
by kpearce
September 10th, 2013, 4:46 pm
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Chep: Thanks for your feedback. I think I did not have as many problems when play-testing on medium, though the dragon level always takes me several tries. Perhaps the wolves are excessive, or perhaps they come too early. It is only near the beginning that you face a lot of enemies that can kill in ...
by kpearce
September 10th, 2013, 1:01 am
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Apologies for the delay. Both of these typos should be fixed now.
by kpearce
August 20th, 2013, 9:09 pm
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Thank you for the report. I will fix this as soon as possible.
by kpearce
July 6th, 2013, 5:21 pm
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Thank you all for your feedback. gfgtdf, you are right that the Spearman upgrades were broken. I've uploaded a fixed version. Paulomat4, let me know what you think of the balancing when you get to the end. I have tried to make sufficiently powerful enemies to counterbalance the very powerful player ...
by kpearce
July 6th, 2013, 6:42 am
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Re: Sven's Adventure

Sapient - Thanks, I didn't know that feature already existed! In that case, perhaps the random filler levels can make it into 2.0 after all.
by kpearce
July 5th, 2013, 2:04 am
Forum: Scenario & Campaign Development
Topic: Sven's Adventure
Replies: 18
Views: 4752

Sven's Adventure

This is a discussion thread for a campaign I just posted called "Sven's Adventure." My goal for this campaign was to build something a little closer to the old Final Fantasy games (with perhaps a hint of nethack thrown in), where the focus would be on advancing a small number of units, and very few ...
by kpearce
June 28th, 2013, 6:33 am
Forum: WML Workshop
Topic: Two questions about [base_unit]
Replies: 9
Views: 1250

Re: Two questions about [base_unit]

trewe - Your solution worked for me. Thanks. H-Hour - The simple code you posted does not work for me on 1.11.4. (By 'does not work' I mean female units with type 'Apprentice Mage' are just Mages - no change of name or anything.) I'm not totally clear on what the behavior of [base_unit] is supposed ...
by kpearce
June 27th, 2013, 4:27 pm
Forum: WML Workshop
Topic: Two questions about [base_unit]
Replies: 9
Views: 1250

Re: Two questions about [base_unit]

trewe- Good idea. I didn't think of that. I'll give it a try.

H-Hour - Alright, I'll do some more testing. I'm on 1.11.4, so perhaps something is broken in the development code.
by kpearce
June 26th, 2013, 10:51 pm
Forum: WML Workshop
Topic: Two questions about [base_unit]
Replies: 9
Views: 1250

Re: Two questions about [base_unit]

Anonyssimus - Thanks for the suggestion. I tried the following code: #get rid of skirmisher ability [abilities] [skirmisher] id= name= female_name= description= affect_self= [/skirmisher] [/abilities] This makes the skirmisher ability disappear from the UI (that is, it's not listed on the side bar t...
by kpearce
June 26th, 2013, 10:07 pm
Forum: WML Workshop
Topic: Two questions about [base_unit]
Replies: 9
Views: 1250

Re: Two questions about [base_unit]

trewe, thanks for your reply. I already tried what you suggest (with the abilities), and it did not work for me. Here's my code: [unit_type] id=Wayfarer name=_"Wayfarer" [base_unit] id=Fencer [/base_unit] hitpoints=40 experience=20 advances_to=null description=_"Wayfarers are wanderers of the wide g...
by kpearce
June 26th, 2013, 4:21 am
Forum: WML Workshop
Topic: Two questions about [base_unit]
Replies: 9
Views: 1250

Two questions about [base_unit]

Hello, I'm having two problems with the [base_unit] tag. First, how can I take away abilities that the base unit has? Or is this possible? Second, I have found that I have to copy all of my changes into the [female] tag, or else none of the changes appear in female units. Is there a better way of do...
by kpearce
June 17th, 2013, 8:41 pm
Forum: WML Workshop
Topic: [heals] with negative value?
Replies: 6
Views: 1454

Re: [heals] with negative value?

Elvish_Hunter - Thanks, that's helpful. I will implement it in the way you suggest.
by kpearce
June 15th, 2013, 10:41 pm
Forum: WML Workshop
Topic: [heals] with negative value?
Replies: 6
Views: 1454

[heals] with negative value?

Has [heals] with negative value been tested on 1.11.2? I'm trying to make an item that will heal adjacent living units and harm adjacent undead units, regardless of what side they are on. Here is the code I wrote: #define OBJECT_AMULET_OF_LIFE ID [object] name=_"Amulet of Life" id={ID} image=items/a...