Search found 237 matches

by Choicerer
June 10th, 2018, 12:23 am
Forum: Multiplayer Development
Topic: Earth Scenario
Replies: 6
Views: 2165

Re: Earth Scenario

1.2 fixes -
The game breaking on reloading a save. (oops. I wish somebody had told me that)
Some code optimisation.
by Choicerer
June 9th, 2018, 8:48 pm
Forum: Multiplayer Development
Topic: Architecture Mod
Replies: 5
Views: 2689

Re: Architecture Mod

1.2 - Implemented the same thing for villages.
Startup villages that are owned (which rarely is the case) get transformed immediately.
Other villages get transformed on being captured.
Water villages aren't affected.
by Choicerer
June 8th, 2018, 10:23 am
Forum: Multiplayer Development
Topic: Architecture Mod
Replies: 5
Views: 2689

Re: Architecture Mod

1.1 - Now when you mouse over a castle, the description for the terrain tile will say to which faction it belongs to, so there can be no doubt. The mod still doesn't need to be downloaded for others to play (this is accomplished using a lua theme_items hax) Note: Yes, this changes gameplay. Players ...
by Choicerer
June 6th, 2018, 1:18 pm
Forum: Multiplayer Development
Topic: Architecture Mod
Replies: 5
Views: 2689

Architecture Mod

This mod transforms castles and villages on any map to the faction's style that controls it. Aditionally there is a checkbox under the custom options menu - allow redesigning. On conquering an enemy castle, it can either be ruined or redesigned after your faction's fashion. On reconquering an allied...
by Choicerer
June 6th, 2018, 5:59 am
Forum: Multiplayer Development
Topic: The Trolling Mod
Replies: 23
Views: 5176

Re: The Trolling Mod

yes I got that. But it wouldn't make any sense to keep adding content other then fixing bugs from an ethical standpoint. Apparently, you didn't get that, because you are talking about an ethical standpoint. (by the way, I've never added any content since like 6 months ago) Let me say it again - thi...
by Choicerer
June 6th, 2018, 5:45 am
Forum: Multiplayer Development
Topic: The Trolling Mod
Replies: 23
Views: 5176

Re: The Trolling Mod

Yes, online there is at least one person who uses it regularly and loves it. I've found it hard to explain to people every time somebody doesn't get it, but this is supposed to be a joke that pokes fun at the imbecility of trolls online. By basically making everyone post these childish, offensive, r...
by Choicerer
June 3rd, 2018, 1:36 pm
Forum: Multiplayer Development
Topic: The Trolling Mod
Replies: 23
Views: 5176

Re: The Trolling Mod

Okay then, in that case I won't port it back cause I can't really be bothered. But there are 3 things you'd have to take care if you wanted to - -Remove the hurry up trolling. -Change side.current_player to side.name -Change side.colour = red to side.colour = 1 I thought it was fully compatible :P ...
by Choicerer
June 3rd, 2018, 10:21 am
Forum: Multiplayer Development
Topic: The Trolling Mod
Replies: 23
Views: 5176

Re: The Trolling Mod

Can-ned_Food wrote:
June 2nd, 2018, 11:26 pm
Ah, well, whatever.
Okay then, in that case I won't port it back cause I can't really be bothered. But there are 3 things you'd have to take care if you wanted to -
-Remove the hurry up trolling.
-Change side.current_player to side.name
-Change side.colour = red to side.colour = 1
by Choicerer
June 2nd, 2018, 7:18 am
Forum: Multiplayer Development
Topic: The Trolling Mod
Replies: 23
Views: 5176

Re: The Trolling Mod

Did you abandon the 1.12 version? All i see is 1.5.0b on the wesnoth.org add-on server. The code is not compatible.. so if anyone of us would want to upgrade versions on 1.12, then we would need to code everything twice, which would be quite a nightmare... We basically all just have to choose, work...
by Choicerer
June 1st, 2018, 3:39 pm
Forum: Multiplayer Development
Topic: The Trolling Mod
Replies: 23
Views: 5176

Re: The Trolling Mod

Version 2.0 - Finally, the OOS is gone. The mod has been rewritten after some extensive testing. Big thank you to duuuude for the help! The conclusion is Wesnoth MP is not able to handle a timer that refreshes every 10ms changing the game state. The oos would result from a 10ms discrepancy in the ti...
by Choicerer
May 30th, 2018, 1:17 pm
Forum: WML Workshop
Topic: Error with [/unit]
Replies: 7
Views: 1813

Re: Error with [/unit]

Good point. I've been helping Matt with his mod, but he is on Windows, while I'm on linux. Hence the different slashes in one file path. Yes, it's better to keep them uniform, in this case Windows style, but this seems to be parsed okay, anyway.
by Choicerer
May 30th, 2018, 8:06 am
Forum: WML Workshop
Topic: Error with [/unit]
Replies: 7
Views: 1813

Re: Error with [/unit]

I've already solved this one for Ophilia. The problem was multiple macros on the same line.
by Choicerer
May 28th, 2018, 7:30 pm
Forum: WML Workshop
Topic: how to change a side of an attacked unit
Replies: 19
Views: 4048

Re: how to change a side of an attacked unit

OR - This solution does away with the unit variable and is convienent: ... [have_unit] Thank you much, [have_unit] is a simple decision that worked out! Here are some screens, just to show your help results! 1.png 2.png Great, I'm glad it worked! You cannot put an [event] tag inside another one. Th...
by Choicerer
May 28th, 2018, 7:02 pm
Forum: WML Workshop
Topic: how to change a side of an attacked unit
Replies: 19
Views: 4048

Re: how to change a side of an attacked unit

How I should specify in [variable] the id of the unit I am adressing? Once again, you can't do that. The unit variable is a variable that gets automatically created once WML is inside a unit-related event. Then, this variable corresponds to the primary unit for that event... unit2 corresponds to th...
by Choicerer
May 28th, 2018, 6:52 pm
Forum: WML Workshop
Topic: how to change a side of an attacked unit
Replies: 19
Views: 4048

Re: how to change a side of an attacked unit

That will not work in WML, unless you declare a WML arrray called that.
You can't use conditional tags inside of command tags, they only accept specific arguments.