Search found 511 matches

by JaMiT
November 9th, 2013, 6:10 pm
Forum: Ideas
Topic: Troops should be recruited from where they're needed
Replies: 22
Views: 3388

Re: Troops should be recruited from where they're needed

3) Then I recruit a unit, but if I want to send it where needed, I have to select it which means... 4) ...I click on the unit to be moved with my cursor. My cursor has subsequently lost its initial position on the minimap... Yep, that's basically what I said: But you still need to select the new re...
by JaMiT
November 9th, 2013, 6:01 pm
Forum: Ideas
Topic: Temporary alliances
Replies: 17
Views: 3073

Re: Temporary alliances

Consider this: the difference between campaigns and scenarios lies in what happens before and after playing -- while the map is shown, there is no difference. Well, in campaigns you can quite often get events. Well, in scenarios you can quite often get events. It depends on what the author wrote. (...
by JaMiT
November 9th, 2013, 2:39 am
Forum: Ideas
Topic: Troops should be recruited from where they're needed
Replies: 22
Views: 3388

Re: Troops should be recruited from where they're needed

Whenever you summon a unit in the castle with ctrl-r, the application automatically focuses on the keep and so does the minimap window, wherever was your pointer initially...or maybe am I missing something ? The part where you leave your mouse pointing to the right spot on the minimap? Or maybe the...
by JaMiT
November 9th, 2013, 2:33 am
Forum: Ideas
Topic: Temporary alliances
Replies: 17
Views: 3073

Re: Temporary alliances

Of course, that doesn't concern campaigns, since [...] You say "of course", but many people are too myopic to remember that the game supports both campaigns and scenarios. Nowhere did you indicate you had even considered this, and it is a vary significant factor. Consider this: the difference betwe...
by JaMiT
November 8th, 2013, 1:48 am
Forum: Ideas
Topic: Troops should be recruited from where they're needed
Replies: 22
Views: 3388

Re: Troops should be recruited from where they're needed

Clicking on the mini-map is OK, but then you have to remember where you needed that unit in the first place... Well, you could use the mouse to remember that. Scroll to wherever you want the unit to end up, then move your mouse to point to the center of the screen's position on the minimap (indicat...
by JaMiT
November 7th, 2013, 5:06 am
Forum: Ideas
Topic: Troops should be recruited from where they're needed
Replies: 22
Views: 3388

Re: Troops should be recruited from where they're needed

sacredceltic wrote:3) go back to the place where it is needed while dragging it
Why would you drag it? I would think it would be easier and faster to click the unit, click the minimap to scroll, then click the destination to send the unit there.
by JaMiT
November 2nd, 2013, 10:13 pm
Forum: Technical Support
Topic: Dark Forecast bosses missing
Replies: 11
Views: 2472

Re: Dark Forecast bosses missing

I checked masuat's replay. It is the bug I fixed in 1.11. I had described the bug as "failing to end" because in my case I had run out of opponents before the random end time. The posted replay ran out of opponents after, so in that case the game ended without bosses. Same bug, different symptoms.
by JaMiT
November 2nd, 2013, 5:14 am
Forum: Technical Support
Topic: Bug in the Son of Black Eye campaign
Replies: 1
Views: 483

Re: Bug in the Son of Black Eye campaign

Already reported as bug #20389 [Gna.org] and fixed in 1.10.6.
by JaMiT
November 1st, 2013, 4:05 am
Forum: Technical Support
Topic: Dark Forecast bosses missing
Replies: 11
Views: 2472

Re: Dark Forecast bosses missing

I haven't looked at your replay (which was a good thing to include nonetheless), but I can tell you that Dark Forecast is the same in all versions of 1.10. So you probably ran into one of the bugs in the 1.10 version of the scenario (probably fixed in 1.11). While I'm thinking about it, does anyone ...
by JaMiT
October 27th, 2013, 10:04 pm
Forum: WML Workshop
Topic: Ability activated according to ToD & Explosive weapon specia
Replies: 12
Views: 2339

Re: Ability activated according to ToD & Explosive weapon sp

The first one: I'm trying to create an ability that adds 3 to an unit's attacks during night-time (and not in the underground). Take a look at StandardLocationFilter and observe the difference between time_of_day= and time_of_day_id= (and make it a weapon special instead of an ability). My other do...
by JaMiT
October 27th, 2013, 12:20 am
Forum: Users’ Forum
Topic: Pre-selected traits
Replies: 12
Views: 3436

Re: Pre-selected traits

I already have enough issues with the developers, such as belonging to a "Free Game Alliance" http://www.freegamealliance.com/ and then charging for "mobile" versions of the game. I fail to see the contradiction here. Wesonth is a "free" game, meaning it does not attempt to limit what players can d...
by JaMiT
October 26th, 2013, 7:30 pm
Forum: WML Workshop
Topic: how to convert your savegame file to xml, for easy viewing
Replies: 8
Views: 1909

Re: how to convert your savegame file to xml, for easy viewi

but thinking about this i realy wonder why the developers decided to use their own makrup language istead of using xml for wich there are already a thousand libraries. Not sure if you noticed the tense conflict in this statement: "decided", past tense, as in over 10 years ago, versus "are", present...
by JaMiT
October 26th, 2013, 3:48 pm
Forum: Ideas
Topic: Temporary alliances
Replies: 17
Views: 3073

Re: Temporary alliances

I was thinking of a generic feature, not specific to an era or a version... Since this would be a generic feature, it would apply in all games. So you would allow Konrad to betray the elves and ally with the orcs (in Heir to the Throne )? Probably more in line with what you want is a multiplayer mo...
by JaMiT
October 23rd, 2013, 3:59 am
Forum: WML Workshop
Topic: Using a variable as a value in an ability
Replies: 6
Views: 1006

Re: Using a variable as a value in an ability

I wanted to do this by saving a variable and then substituting that into the [attacks] special as such: I'm curious: did you try two attacks in a row with this approach? The first thought I had is that the attack is probably evaluated before the event fires. If that is the case (and if that is the ...
by JaMiT
October 20th, 2013, 6:58 pm
Forum: Ideas
Topic: Feature to care about overlooked units
Replies: 29
Views: 4417

Re: Feature to care about overlooked units

Turuk wrote:A message appearing each turn telling the player that one unit has not moved. It was mentioned that it could be toggled on and off in preferences, but would it be off by default?
It currently is off by default. Did someone want to change that?