Search found 113 matches

by mpolo
November 23rd, 2013, 9:55 pm
Forum: Scenario & Campaign Development
Topic: Five Fates 1.11, Dungeon crawler
Replies: 177
Views: 51631

Re: Five Fates 1.02, Dungeoncrawl

Just to confirm that I also am getting corrupt saves on Linux. An example is attached.
by mpolo
October 7th, 2007, 3:34 pm
Forum: Translations & Internationalization
Topic: Any interest in a Latin Translation?
Replies: 38
Views: 19723

I'm still (more or less) around, but I haven't done anything on the Latin translation in some time, partly because doing it alone is extremely daunting, to say the least. The existing translation could use a lot of polishing (and cleaning up fuzzies), and there are a lot of mainline campaigns withou...
by mpolo
September 27th, 2007, 6:53 pm
Forum: Technical Support
Topic: "deprecated" messages filling half the screen.
Replies: 6
Views: 2337

The point is that if one isn't the author of the campaign, one isn't likely to go fix things... I suppose this would at least get people nagging him or her to fix it, though, so maybe it serves its purpose.
by mpolo
September 26th, 2007, 7:00 pm
Forum: Technical Support
Topic: "deprecated" messages filling half the screen.
Replies: 6
Views: 2337

"deprecated" messages filling half the screen.

Upon upgrading from 1.3.7 to 1.3.8 I have the problem that half the screen gets filled up with WML-debugging info warning me about the deprecated use of [animation] inside of the [attack] section. This occured for the Dwarvish Thunderguard and Dragonguard. Ah, I see the problem -- I was loading a sa...
by mpolo
September 26th, 2007, 7:01 am
Forum: Art Workshop
Topic: Burglar and other thief-like creations
Replies: 7
Views: 4073

Here are some attempts at fixing the heads. The bodies are all stolen from other units, so really ought to be facing the right way...
by mpolo
September 25th, 2007, 5:36 pm
Forum: Art Workshop
Topic: Burglar and other thief-like creations
Replies: 7
Views: 4073

One last one... the Catburglar.

For infomation, the planned advancement tree is:

Thief -> Rogue or Burglar
Rogue -> Assassin or Master Thief
Burglar -> Catburglar or Bard
by mpolo
September 25th, 2007, 9:41 am
Forum: Art Workshop
Topic: Burglar and other thief-like creations
Replies: 7
Views: 4073

More samples of my evil experiments on combining the body parts of unsuspecting units... Comments welcome.
by mpolo
September 24th, 2007, 4:27 pm
Forum: Art Workshop
Topic: Burglar and other thief-like creations
Replies: 7
Views: 4073

Burglar and other thief-like creations

This is essentially intended as an alternative upgrade for the thief (for a campaign that I hope to get around to writing...) Ultimately, given my art skills, it's pretty much doomed to be a place-holder, but any criticism to help make a better place-holder would be welcome. (As though it weren't ob...
by mpolo
September 23rd, 2007, 4:04 pm
Forum: Ideas
Topic: Implementing invisibility in AI
Replies: 7
Views: 2141

Re: Implementing invisibility in AI

Well, that is all nice and soundly in theory but it is very hard to teach a computer such kind of things. That's why I provided a pseudo-algorithm: the computer AI "guesses" where the unit is and gets it right within 2-3 hexes. That gives enough error that he can't just home in, but doesn...
by mpolo
September 23rd, 2007, 12:59 pm
Forum: Ideas
Topic: Implementing invisibility in AI
Replies: 7
Views: 2141

Maybe he just got lucky then -- it just looked a couple of times like he went straight for the invisible troop, even ignoring the convenient target I had put to distract him... In any case, I think the idea is sound as a way to make it more like the AI is dealing with invisibility "fairly"...
by mpolo
September 23rd, 2007, 10:45 am
Forum: Ideas
Topic: Implementing invisibility in AI
Replies: 7
Views: 2141

Implementing invisibility in AI

I find it a little frustrating that the AI always knows *precisely* where all of my "invisible" units are. I was thinking about easy kludges to make this at least a little believable... (A real solution to the invisibility problem is, admittedly, quite difficult.) What if the AI assumes th...
by mpolo
September 11th, 2007, 1:40 pm
Forum: Mainline Campaign Development
Topic: Liberty
Replies: 47
Views: 49228

The final battle (on easy) was extremely easy, in large part because those swordsmen get very easily distracted from their guard posts. I only dealt with 2 of them, and could have avoided one more. Also, the enemy general only recruited one castle (almost) full. The supposedly tiny orcish army was a...
by mpolo
September 11th, 2007, 8:36 am
Forum: Mainline Campaign Development
Topic: Liberty
Replies: 47
Views: 49228

At the point where the peasants became outlaws, I ended up with a footpad with 38/36 experience. The AI seemed to be particularly stupid in this campaign. Allies were not worth having (for me at least). Helicrom (or however you spell it) recruits hordes of units, who just run around back and forth a...
by mpolo
August 28th, 2007, 8:57 am
Forum: Mainline Campaign Development
Topic: Descent into Darkness
Replies: 232
Views: 163505

3) A bit of plot branching related to the sister would really make this shine. For example, in the mission where you lead orcs to Hal'al and have to kill the human leader without killing any other hal'al humans, I managed to kill the human leader and all the orcs and not kill a single human soldier...
by mpolo
August 25th, 2007, 7:31 am
Forum: Faction & Era Development
Topic: Advancement tree for Thieves
Replies: 3
Views: 1718

Advancement tree for Thieves

I am starting work on a campaign centering on thieves. As your recruit list will be just Thieves and Thugs at the start, I plan to add some advancement possibilities for the Thieves.... Here is my vague idea: Thief advances to Rogue (as now) or Burglar Burglar has a staff (for pole-vaulting and tigh...