Search found 790 matches
- June 17th, 2012, 11:13 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 58838
Re: Modern Combat: Beta0.9.685 Released!
Did you download the latest version I have up on the server (Modern Combat Updated)?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
- June 13th, 2012, 3:29 am
- Forum: Multiplayer Development
- Topic: Magic Wars (0.0.6 beta)
- Replies: 9
- Views: 2539
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, ...
- June 7th, 2012, 2:36 pm
- Forum: Multiplayer Development
- Topic: Magic Wars (0.0.6 beta)
- Replies: 9
- Views: 2539
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.
Anyway, a really good friend of mine is helping me playtest, so I'll be making balance changes as well.
- June 7th, 2012, 1:35 am
- Forum: Multiplayer Development
- Topic: Magic Wars (0.0.6 beta)
- Replies: 9
- Views: 2539
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
-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
- June 3rd, 2012, 9:39 pm
- Forum: Multiplayer Development
- Topic: Magic Wars (0.0.6 beta)
- Replies: 9
- Views: 2539
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...
- June 3rd, 2012, 1:12 am
- Forum: Multiplayer Development
- Topic: Magic Wars (0.0.6 beta)
- Replies: 9
- Views: 2539
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...
- June 2nd, 2012, 8:52 pm
- Forum: WML Workshop
- Topic: Is it possible to get the AI to only consider...
- Replies: 2
- Views: 377
- June 2nd, 2012, 6:50 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 58838
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...
- June 2nd, 2012, 6:47 pm
- Forum: WML Workshop
- Topic: Is it possible to get the AI to only consider...
- Replies: 2
- Views: 377
Is it possible to get the AI to only consider...
...moves that consist of attacking?
- June 2nd, 2012, 6:46 pm
- Forum: WML Workshop
- Topic: ChaosRider’s WML questions
- Replies: 459
- Views: 52643
Re: Got a question.
I don't quite get what you're asking. May you please clarify your question?
- May 29th, 2012, 11:09 pm
- Forum: Users’ Forum
- Topic: Ageless era - basic chat
- Replies: 5
- Views: 1462
Re: Ageless era - basic chat
Chaos are my favorite faction.
- May 29th, 2012, 8:08 pm
- Forum: WML Workshop
- Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
- Replies: 7
- Views: 1001
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.
- May 29th, 2012, 2:46 am
- Forum: Users’ Forum
- Topic: I have many ideas for developing this game.
- Replies: 26
- Views: 6249
Re: I have many ideas for developing this game.
Shadowmaster, why you do this to us?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.
- May 29th, 2012, 2:40 am
- Forum: WML Workshop
- Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
- Replies: 7
- Views: 1001
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, ...
- May 29th, 2012, 12:38 am
- Forum: WML Workshop
- Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
- Replies: 7
- Views: 1001
{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]...