Search found 790 matches

by A Guy
June 17th, 2012, 11:13 pm
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 46636

Re: Modern Combat: Beta0.9.685 Released!

BfWEthnographer wrote:Hi,

i'm not sure this is the proper thread to report issues with this add-on, however, I'm receiving an error message (screenshot attached) when trying to enter multiplayer server.
I'm on Wesnoth 1.10.2

Cheers
Did you download the latest version I have up on the server (Modern Combat Updated)?
by A Guy
June 13th, 2012, 3:29 am
Forum: Multiplayer Development
Topic: Magic Wars (0.0.6 beta)
Replies: 9
Views: 1919

Re: Magic Wars (0.0.3 beta)

I see that you wish to have your add-on translated. Sadly, there are a few problems with it: - You did not declare a textdomain in your _main.cfg - None of your files have textdomain bindings - Some strings aren’t marked as translatable (like in statuses.cfg) Just eliminate these issues, reupload, ...
by A Guy
June 7th, 2012, 2:36 pm
Forum: Multiplayer Development
Topic: Magic Wars (0.0.6 beta)
Replies: 9
Views: 1919

Re: Magic Wars (0.0.3 beta)

You right-click who you want to cast spells at, select "See all of your spells", and select an appropriate spell.

Anyway, a really good friend of mine is helping me playtest, so I'll be making balance changes as well.
by A Guy
June 7th, 2012, 1:35 am
Forum: Multiplayer Development
Topic: Magic Wars (0.0.6 beta)
Replies: 9
Views: 1919

Re: Magic Wars (0.0.3 beta)

Update: 0.0.3 beta

-Fixed a bug which caused Fireball instead of Smite to be destroyed if Null and Void canceled Smite
-Added two new spells, Combustibolt and Tremors
by A Guy
June 3rd, 2012, 9:39 pm
Forum: Multiplayer Development
Topic: Magic Wars (0.0.6 beta)
Replies: 9
Views: 1919

Re: Magic Wars (0.0.2 beta)

Update: 0.0.2 beta -Fixed a bug which caused spells to be randomly generated after a unit died in any way (not just from being killed by a spell) after certain spells were cast -Fixed a bug which caused Thunderbolt to be discarded instead of Earthquake after casting Earthquake -Fixed a bug which kep...
by A Guy
June 3rd, 2012, 1:12 am
Forum: Multiplayer Development
Topic: Magic Wars (0.0.6 beta)
Replies: 9
Views: 1919

Magic Wars (0.0.6 beta)

Check out my latest scenario, Magic Wars. You will need the era to play. In Magic Wars, you play a mage (currently only the Battlemage is available, but later I'll add more mage factions with different perks) that seeks to lead his AI leader to victory over the opponent's AI leader through the use o...
by A Guy
June 2nd, 2012, 6:50 pm
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 46636

Re: Modern Combat: Beta0.9.685 Released!

Having fog of war means that certain things already in the game become less useful or completely useless, and it restricts what we can do involving abilities and whatnot which deny information. Anyway, interest for this seems to have pretty much died off, so I'm working on something else right now w...
by A Guy
June 2nd, 2012, 6:47 pm
Forum: WML Workshop
Topic: Is it possible to get the AI to only consider...
Replies: 2
Views: 272

Is it possible to get the AI to only consider...

...moves that consist of attacking?
by A Guy
June 2nd, 2012, 6:46 pm
Forum: WML Workshop
Topic: ChaosRider’s WML questions
Replies: 459
Views: 37552

Re: Got a question.

I don't quite get what you're asking. May you please clarify your question?
by A Guy
May 29th, 2012, 11:09 pm
Forum: Users’ Forum
Topic: Ageless era - basic chat
Replies: 5
Views: 1060

Re: Ageless era - basic chat

Chaos are my favorite faction.
by A Guy
May 29th, 2012, 8:08 pm
Forum: WML Workshop
Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
Replies: 7
Views: 711

Re: {CLEAR_VARIABLE} and [clear_variable] work in one place

Okay, I fixed the problem by changing the place the spell-destroying macro was called. So it wasn't the code, it was its location. Thanks guys.
by A Guy
May 29th, 2012, 2:46 am
Forum: Users’ Forum
Topic: I have many ideas for developing this game.
Replies: 26
Views: 4929

Re: I have many ideas for developing this game.

pauxlo wrote:One reason (I'm not sure if it is the only one) for IftU not being mainlined is that its author didn't want it to be.
Shadowmaster, why you do this to us?
by A Guy
May 29th, 2012, 2:40 am
Forum: WML Workshop
Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
Replies: 7
Views: 711

Re: {CLEAR_VARIABLE} and [clear_variable] work in one place

So if the spell_destroyed variable is set to yes and you output the value of ${SIDE}|.discarded_spells.option[$z].name immediately before it is cleared and immediately after, it shows the exact same value? That is correct. It might help if we knew what was the value of {SIDE} when this was called, ...
by A Guy
May 29th, 2012, 12:38 am
Forum: WML Workshop
Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
Replies: 7
Views: 711

{CLEAR_VARIABLE} and [clear_variable] work in one place but

not in another place. I can't get why {CLEAR_VARIABLE} just REFUSES to clear the variable. Is there any other way I can delete a variable? Here's where it works. #define MW_CLEAR_SPELL SIDE NAME {VARIABLE spell_cleared no} {FOREACH {SIDE}|.spells.option i} [if] {MW_VARIABLE {SIDE}|.spells.option[$i]...