Search found 199 matches
- February 7th, 2007, 11:51 pm
- Forum: WML Workshop
- Topic: Another "I want to spawn a unit with an ability" q
- Replies: 12
- Views: 2793
Re: Another "I want to spawn a unit with an ability&
[event] name=new turn first_time_only=no [if] [b][variable] name=turn_number equals=1 [/variable][/b] [then][/quote] You've told it to trigger only on turn 1. [i]Turn_number[/i] needs changing to either [i]side_number [/i]or [i]side_playing[/i] (I forget which) Nice solution to the problem of locat...
- February 7th, 2007, 11:39 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign Plot: An Undying Love
- Replies: 12
- Views: 3664
- February 5th, 2007, 2:46 pm
- Forum: WML Workshop
- Topic: Two questions - remove fog and kill unit on attack
- Replies: 15
- Views: 3637
- February 3rd, 2007, 5:42 am
- Forum: Strategies & Tips
- Topic: Under the Burning Sun While Running From Rivers
- Replies: 12
- Views: 3868
- February 3rd, 2007, 4:40 am
- Forum: Multiplayer Development
- Topic: A New Land addon - Wesnoth 1.4
- Replies: 172
- Views: 59817
This is very similar in concept to my proposed 'buildings' era - it would appear that you've saved me a hell of a lot of work, so thanks!
- February 3rd, 2007, 4:26 am
- Forum: Users’ Forum
- Topic: Claimant goes on error
- Replies: 9
- Views: 3860
- February 3rd, 2007, 3:43 am
- Forum: Scenario & Campaign Development
- Topic: Insubstantial Campaign: Under the Underground
- Replies: 5
- Views: 1438
Right... Okay... If you can come up with a (reasonably detailed) outline of each scenario, make the maps, and tell me what you'd like to do, I'll try and handle the coding side. If you want any custom sprites, I'll leave them to you, for three reasons: * My sprites suck like a vacuum, yours can't po...
- February 3rd, 2007, 3:26 am
- Forum: Users’ Forum
- Topic: Claimant goes on error
- Replies: 9
- Views: 3860
1. Check the Claimant's .cfg file, to make sure that (A) it actually exists, and (B) it's ID is correctly listed there. Change the ID to 'EOM_Claimant', if it doesn'tr already say that. 2. If that doesn't work, find the EoM thread in Faction/Era Development, and see if it's already been solved. 3. I...
- February 3rd, 2007, 3:14 am
- Forum: Faction & Era Development
- Topic: Construction-based mod
- Replies: 29
- Views: 10353
You can put it in a unit file, and it should work exactly the same (I think) You could also make it into a macro, put it in utils.cfg and then trigger it from inside either a unit file or a scenario. EDIT: Bob_The_Mighty beat me to it, with a very nice MP scenario which also proves that the concept ...
- February 3rd, 2007, 2:54 am
- Forum: Scenario & Campaign Development
- Topic: Insubstantial Campaign: Under the Underground
- Replies: 5
- Views: 1438
Very, very cool... I love the fact that it's not all about combat, and also the idea of the branching campaigns for different sides. Maybe you could add another branch, where Dodgi doesn't join any side and has to avoid being captured or killed by any of them? If you need help with WML for this, jus...
- February 3rd, 2007, 2:46 am
- Forum: Faction & Era Development
- Topic: Construction-based mod
- Replies: 29
- Views: 10353
You can do all of it, using something like this (not useable, this just shows the structure - I'll write the actual working code when I'm more awake) [event] name=new_turn first_time_only=no [filter] type=(whatever) [filter_location] time_of_day=lawful [/filter_location] [/filter] [effect] (whatever...
- February 2nd, 2007, 9:55 pm
- Forum: Faction & Era Development
- Topic: TALAMH - a new era, a new style, a new concept...a new world
- Replies: 92
- Views: 25198
Perfect! That's just about exactly how I imagine them, very nice work indeed! If you - or anybody else - comes up with any more, I'd love to see them. Very rough guidelines:- * Nothing that looks like a zombie or a ghost - skeletons only please! * No ranged weapons, but there will be a mage line (NO...
- February 2nd, 2007, 7:43 pm
- Forum: WML Workshop
- Topic: Two questions - remove fog and kill unit on attack
- Replies: 15
- Views: 3637
How would you go about making a unit invincible? First, the scenario MUST include victory_when_enemies_defeated=yes (since the unit is going to temporarily die, and then be restored) Then: [event] name=attack [filter_second] type=Ancient Lich [not] role=vulnerable_to_attack [/not] [/filter_second] ...
- February 2nd, 2007, 7:14 pm
- Forum: Faction & Era Development
- Topic: Construction-based mod
- Replies: 29
- Views: 10353
The faction sounds reasonable, sadly I have no time to work on this at the moment, but by all means keep having ideas! Wonder if you coded the beacon yet Oops... Stat-wise, it's just a unit with various unusual attributes: * It can't move (obviously) * HUGE HP, and very good resistances to most weap...
- February 2nd, 2007, 7:08 pm
- Forum: Faction & Era Development
- Topic: TALAMH - a new era, a new style, a new concept...a new world
- Replies: 92
- Views: 25198
do the Undead really need armor? The Risen fight with whatever was buried with them. Fallen Talamhnach warriors are buried exactly as they are at the moment of their death - nothing is removed from the body, including (potentially) the arrow or whatever it was that killed them, and neither is anyth...