Search found 762 matches

by Eagle_11
February 2nd, 2014, 9:15 am
Forum: Faction & Era Development
Topic: The Mental Khalifate / Rework / Map Pack - feedback thread
Replies: 16
Views: 8284

Re: The Mental Khalifate / Rework / Map Pack - feedback thre

I. somehow.
understood that as permanent 60% hit chance.

Anyways uploaded an new version, dunno how far i could adress those issues, or if i could at all.
by Eagle_11
February 1st, 2014, 9:16 pm
Forum: Faction & Era Development
Topic: The Mental Khalifate / Rework / Map Pack - feedback thread
Replies: 16
Views: 8284

Re: The Mental Khalifate / Rework / Map Pack - feedback thre

Hey, you bothered. \o/ (<- happy guy) About the biggest issue: Well, when i play a game in english, i expect things to be in english. However this doesnt mean there cant be an arabic translation where their original names are being used. OK ill rename the Fedai too and Jihadist came into being becau...
by Eagle_11
January 29th, 2014, 7:53 pm
Forum: Multiplayer Development
Topic: Hollow Mountain 6-sided MP map
Replies: 7
Views: 3521

Re: Hollow Mountain 6-sided MP map

Yeah, its can be a bit boring from Northerners perspective. Imagine you just spend zillion turns rotating a spam of grunt-archer-wolfrider with the occasional troll mixed in. :lol: Thankfully one can mod the game into having several spawners. I like how the middle-ring in Cities and Rivers plays out...
by Eagle_11
January 29th, 2014, 7:44 pm
Forum: Faction & Era Development
Topic: Era_of_Bronze_Age_Clashes - gameplay & bugs
Replies: 15
Views: 6089

Re: Era_of_Bronze_Age_Clashes - gameplay & bugs

I dont get it...
why are you referring to other people's faction threads ? There is 0 similarity between that 'faction' of yours and my khalifate.
And no im absolutely not interested in designing a faction for you.. censored ? :lol:

Poorly spelled profanities still count.
by Eagle_11
January 29th, 2014, 2:51 pm
Forum: WML Workshop
Topic: Hit and Run multiplying itself on lvl-up
Replies: 6
Views: 1469

Re: Eagle 11 noob wml questions (resume)

The idea is to group {TRAIT_STRONG} with _WEAK}, _QUICK} with _SLOW}, INTELLIGENT} with _DIM}. I need to tell the game to pick one of the pairs so there aint a unit with strong and weak(and so on). Probably should define pairs, then point the trait set to those pairs but how i do the "dont pick...
by Eagle_11
January 28th, 2014, 6:55 pm
Forum: Art Workshop
Topic: Minotauro V.1,6 Download
Replies: 31
Views: 15766

Re: Minotauro (WIP)

Because in classic fantasy minotaurs are portrayed as monsters rather than just another humanoid race. Iirc the usual imagination was that strongest Minotaur Kings are tall as a small mountain, of insane strength wielding gigantic weapons, with regular ones growing up to atleast a tower long. Assumi...
by Eagle_11
January 27th, 2014, 7:53 pm
Forum: Users’ Forum
Topic: You need luck to be unlucky too!
Replies: 2
Views: 1136

Re: You need luck to be unlucky too!

And you call that unlucky ? :shock: I kept rerolling for like an half-hour when in a campaign all my 5 elf marksman(Mind you those are MARKSMEN!1) refused to hit a wolf rider in shallow water. First all missed, once it hit only 1,in the end victory was mine but i had spent too much time. Had less fa...
by Eagle_11
January 26th, 2014, 10:39 am
Forum: Art Contributions
Topic: Ideas for a UI facelift
Replies: 123
Views: 49105

Re: Ideas for a UI facelift

Please, for the sake of cosmos: Take the end turn button, you know its the must press thing in all gameplay, give it shape of a square, move where ToD stands a bit to right and squeeze it in there between edge and ToD display. You could structure the part where selected unit's icon stands as: def HP...
by Eagle_11
January 24th, 2014, 2:19 pm
Forum: Coder’s Corner
Topic: Mage usage class
Replies: 7
Views: 3867

Re: Mage usage class

Should invent a new usage, specific for squishies: killstealer*

*keep near frontline but absolutely do not engage in combat unless the kill is guaranteed. (then wesnothian rng occurrs, still dies :P )
by Eagle_11
January 24th, 2014, 2:10 pm
Forum: Art Workshop
Topic: Minotauro V.1,6 Download
Replies: 31
Views: 15766

Re: Minotauro (WIP)

Imho it should have 2 attack anims: one where it lowers itself slightly, charging forward towards the enemy using head. (for impact dmg) and the other where it cleaves with the axe, swinging the axe wide holding with both hands in a charged horizontal sweep, slashing through the opponent. (default a...
by Eagle_11
January 23rd, 2014, 4:05 pm
Forum: WML Workshop
Topic: Hit and Run multiplying itself on lvl-up
Replies: 6
Views: 1469

Re: Hit and Run multiplying itself on lvl-up

On the economy one: Didnt function, it seems to give the gold needs set to turn refresh but then cant check the remaining moves, since turn end is needed for that. Now fearing that i wanted to do something impossible without knowing ? Thanks for the Misanthrophia one, Lichbane and Manslayer specs ar...
by Eagle_11
January 23rd, 2014, 9:54 am
Forum: WML Workshop
Topic: Hit and Run multiplying itself on lvl-up
Replies: 6
Views: 1469

Re: Eagle 11 noob wml questions

I have this ability that is supposed to help economy a bit on a cannonfodder unit of an side in my mod. However its severely impacting the game balance, thus i want to add following to it: Needs to remain stationary, not having spent any movement points to produce the gold. And checks what terrain i...
by Eagle_11
January 21st, 2014, 10:24 pm
Forum: Faction & Era Development
Topic: The Mental Khalifate / Rework / Map Pack - feedback thread
Replies: 16
Views: 8284

Re: The Mental Khalifate / Rework / Map Pack - feedback thre

nvm, its still broken beyond relief..

EDIT: I wanted to re-release Khalifate properly classified as mp-faction however doing so lost access to current mp-era one. How do i take the former obsolete one down now ? :P
by Eagle_11
January 16th, 2014, 5:17 pm
Forum: WML Workshop
Topic: Hit and Run multiplying itself on lvl-up
Replies: 6
Views: 1469

Hit and Run multiplying itself on lvl-up

So i just noticed this bug, obviously i missed something vital. Bug: If unit with the ability gets killing blow to level up on offense, then the amount of moves given by the ability is multiplied by itself for all units on same side with the ability. This unwanted multiplication occurs everytime uni...
by Eagle_11
January 10th, 2014, 11:26 am
Forum: Users’ Forum
Topic: Is it useful? Unit level 1 with leadership ability.
Replies: 11
Views: 3904

Re: Is it useful? Unit level 1 with leadership ability.

Level1 leadership should affect comrades of same level, due to how default mp progresses. But dont do it for the later levels, unit turns out to be a 'must have', i had gone through testing this in a mod. :lol: