Search found 17 matches

by Hammerfritz
Yesterday, 2:19 pm
Forum: Multiplayer Development
Topic: A Tech Tree Mod usable by AI players
Replies: 2
Views: 1864

Re: A Tech Tree Mod usable by AI players

Eagle"s 11 outlaw ranger does no get the split fire, EoMa's summoner's?Air god loses all-around as well as the EoMa Destroyers/Obliterater's all-around. Hi there, and sorry for the late reply! I just downloaded those eras and ran a quick test: I created a unit levelling into Air God or Ranger, had ...
by Hammerfritz
Yesterday, 1:49 pm
Forum: Multiplayer Development
Topic: Proper Flying Mod
Replies: 8
Views: 2195

Re: Proper Flying Mod

There is an error with the Image Path Function used for the add-on's icon: 20180817 22:35:28 error general: Mismatched parenthesis: ~BLIT(units/human-outlaws/thief-defend-1-2.png~RC(magenta>blue)~CROP(12,0,0,0)~BLIT(units/dunefolk/falcon.png~RC(magenta>white)~FL(horizontal)~CROP(0,8,60,40) Oh my, t...
by Hammerfritz
May 5th, 2018, 7:04 pm
Forum: Multiplayer Development
Topic: A Tech Tree Mod usable by AI players
Replies: 2
Views: 1864

A Tech Tree Mod usable by AI players

Greetings, fellow Wesnothians! I made a new modification called "Tech Tree Mod". It works by adding the unit type of units that just advanced to the recruit list, and allowing you to buy experience for units. Since AI cannot do that, it also includes the option to have specific players gather more k...
by Hammerfritz
September 19th, 2017, 9:29 am
Forum: Multiplayer Development
Topic: Squad-Scale Units Modpack
Replies: 6
Views: 1440

Re: Squad-Scale Units Modpack

Oh my, I didn't write this out of annoyance but just for some versatility in my games, so didn't expect that kind of flattering feedback! Thank you very much!
If you have any suggestions for those remaining 10% I might be able to fulfill with my (limited) capabilities I'd gladly give it a shot!
by Hammerfritz
March 24th, 2017, 5:29 pm
Forum: Technical Support
Topic: (EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
Replies: 4
Views: 918

Re: Sound gone and Add-Ons not loaded - Resolves Spontaneous

It's totally speculative, but I thought maybe windows (a virus checker, another app...) was 'holding' a file which BfW could only access later. Are you compressing your scenarios? I believe that's not necessary, but in case you do maybe give it a wild shot and try without. Like the ideas, but it do...
by Hammerfritz
March 23rd, 2017, 3:14 pm
Forum: Technical Support
Topic: (EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
Replies: 4
Views: 918

Re: Sound gone and Add-Ons not loaded - Resolves Spontaneous

Thank you! I did not expect to find anything, as no error report was displayed in-game. Seems like I'm a dork. stderr says: "20170323 16:04:30 error filesystem: Trying to open file with empty name." Anyway, I checked for any such file in the places I might have edited the past few days while the gam...
by Hammerfritz
March 23rd, 2017, 11:14 am
Forum: Technical Support
Topic: (EDIT: Kinda solved!) Sound gone and Add-Ons not loaded
Replies: 4
Views: 918

(EDIT: Kinda solved!) Sound gone and Add-Ons not loaded

Greetings, fellow Wesnothians! So I've been encountering the same error during the past few days repeatedly, but never before: After editing one of my scenarios, I try to test it, but Wesnoth (1.12.6 in German, on Windows 10) does not load add-ons (sometimes with one specific add-on being loaded whi...
by Hammerfritz
March 12th, 2017, 12:33 pm
Forum: Multiplayer Development
Topic: Proper Flying Mod
Replies: 8
Views: 2195

Re: Proper Flying Mod

As for the flying, I think it would work better if the flier had superposition — i.e. a second map overtop the one with the terrain tiles. There are some silly ways this could be done, but it would probably be best as a mod to the engine. That'd be cool to see, but I fear this and all the changes t...
by Hammerfritz
March 3rd, 2017, 9:21 pm
Forum: Multiplayer Development
Topic: Proper Flying Mod
Replies: 8
Views: 2195

Re: Proper Flying Mod

Oh! Thanks for those quick replies (and approval, if applicable)! What about units with submerge ability in deep water then? :whistle: https://www.youtube.com/watch?v=D8vaFl6J87s&feature=youtu.be&t=54 Yeah, what about them? :D No seriously now, on account of anybody still being able to attack them w...
by Hammerfritz
March 3rd, 2017, 8:28 pm
Forum: Ideas
Topic: Large scale battle -> platoons!
Replies: 16
Views: 3711

Re: Large scale battle -> platoons!

Greetings! So I just saw you talking about platoons in the ideas section! Thing is, I wrote a mod doing more or less what you are talking about a few months ago ("Squad Scale Units Modpack"), you're of course free to use the material in any kind of UMC. It also includes the option to fuse units, how...
by Hammerfritz
March 3rd, 2017, 5:41 pm
Forum: Multiplayer Development
Topic: Proper Flying Mod
Replies: 8
Views: 2195

Proper Flying Mod

Greetings, fellow Wesnothians! I found the time to write another mod, that being the "Proper Flying Mod". It tries to make certain units feel more like they are actually flying, even in combat: With this mod enabled, several mainline units are unattackable in melee by ground units, and receive somet...
by Hammerfritz
February 28th, 2017, 12:04 pm
Forum: Multiplayer Development
Topic: Go in Wesnoth
Replies: 5
Views: 1474

Re: Go in Wesnoth

Firstly, thank you so much for both of your elaborate comments and kind words on WesGo! Firstly, on maps such as Fallenstar Lake which have terrain hexes beyond the playable area of the map, pieces on the map edge bordering those unplayable hexes become automatically alive, because it seems the same...
by Hammerfritz
October 19th, 2016, 9:16 am
Forum: Multiplayer Development
Topic: Go in Wesnoth
Replies: 5
Views: 1474

Re: Go in Wesnoth

I just updated WesGo, tweaking the balancing and decreasing the lag that occurs when high numbers of pieces are present on the board.
by Hammerfritz
October 9th, 2016, 10:54 am
Forum: Multiplayer Development
Topic: Go in Wesnoth
Replies: 5
Views: 1474

Go in Wesnoth

Greetings, People of Wesnoth! Time has come for me to publish another piece of UMC, the "WesGo" Era. WesGo aims at approximating the strategy classic Go (囲碁 / 圍棋 / 바둑), introducing a few different types of recruitable pieces and terrains as well as hex field gameplay, under the theme of lords rivali...
by Hammerfritz
October 8th, 2016, 5:17 pm
Forum: Multiplayer Development
Topic: Squad-Scale Units Modpack
Replies: 6
Views: 1440

Re: Squad-Scale Units Modpack

I wrote "undo healing on advance" mod for my own era/ruleset but it suffered from a bug: when both units advance simultaneously (rare but possible) one of them does not get to choose its advancement path and fully heals. Your "No Heal on Advance Mod" does not have this bug so I fixed my code with p...