Search found 434 matches
- June 29th, 2018, 2:06 am
- Forum: Add-on Feedback
- Topic: The Rising Underworld
- Replies: 46
- Views: 42572
Re: The Rising Underworld
Alright, got it figured out. You had some addon, maybe more than one, that added a bunch of extra unit advancements, which is what caused the trouble in 1.14. The mining problem might have been related, I don't know. So I just had to zip down the list and remove the extra advancement options, and al...
- June 28th, 2018, 2:19 am
- Forum: Add-on Feedback
- Topic: The Rising Underworld
- Replies: 46
- Views: 42572
Re: The Rising Underworld
Error while playing the game: game_error: unknown unit typ: Elvish Overlord Whaaat? I've never used a unit with that type. :augh: Even if it was from an addon faction it shouldn't have wound up in the save. Error while playing the game: game_error: Could not find the unit being advanced to: Dwarvis...
- June 26th, 2018, 1:02 am
- Forum: Add-on Feedback
- Topic: The Rising Underworld
- Replies: 46
- Views: 42572
Re: The Rising Underworld
For testing 2, I would appreciate some direction. Just a short list of commands to get into the create unit dialog. I am computer and game savvy, know some coding, but don't want to learn the lingo for this from scratch. Just want to finish the campaign and help identify bugs and quirks along the w...
- June 25th, 2018, 11:45 pm
- Forum: Add-on Feedback
- Topic: The Rising Underworld
- Replies: 46
- Views: 42572
Re: The Rising Underworld
My miners are already facing the cave wall. When the next turn starts, all I can do is trying to move them onto the wall/next hex, which results the hex having a gold border, displaying 0% in the middle of that hex field. Oh dear, that's exactly what it shouldn't do. :? First thing to try is uninst...
- June 24th, 2018, 11:55 pm
- Forum: Add-on Feedback
- Topic: The Rising Underworld
- Replies: 46
- Views: 42572
Re: The Rising Underworld
Hi Beon_Wyre Not sure what's going wrong there. I haven't changed that part of the code in a very long time, and it is still working for me on 1.12 as well as 1.14. It should be that the miners can move onto the cave wall (the actual wall, not just the nearest flat ground to it) and they change the ...
- June 12th, 2018, 11:03 pm
- Forum: Art Workshop
- Topic: ghype's Daily Art - Thank You!
- Replies: 249
- Views: 217802
Re: ghype's Daily Art
Wow, I just scrolled through and there is a lot of really good stuff here! I'll definitely keep an eye on this thread, great job! Lol I hope you didn't think that there were no dark souls fans lurking around here though. You probably shouldn't put the silver eagle kite shield from page 5 on the addo...
- June 12th, 2018, 10:49 pm
- Forum: Forum Games
- Topic: Puzzle challenges!
- Replies: 231
- Views: 138366
Re: Puzzle challenges!
Yep, that's exactly right! If anyone is interested, I found a place with several more good riddles: the TED talks youtube channel. Here is a link to the playlist. A lot of them are repeats of what's already in this topic (in fact a couple of the ones I posted a stolen straight from it) and some of t...
- June 12th, 2018, 3:14 am
- Forum: Forum Games
- Topic: Puzzle challenges!
- Replies: 231
- Views: 138366
Re: Puzzle challenges!
Time to bring the puzzle thread back to life, at least for a little while! Here's a puzzle that some of my friends were surprised I hadn't heard before, apparently it's a classic. In front of you are two fuses, both a meter long, and a lighter. You know that if you lit one end of either fuse on fire...
- June 12th, 2018, 2:52 am
- Forum: Multiplayer Development
- Topic: Armory Mod - Sp/Mp mod
- Replies: 28
- Views: 15857
Re: Armory Mod - Sp/Mp mod
Armory Mod is updated for 1.14! The inventory interface is also improved since my last post here, allowing you to view multiple weapons at once.
- April 10th, 2018, 3:35 pm
- Forum: WML Workshop
- Topic: Filtred AI side, units
- Replies: 7
- Views: 2978
Re: Filtred AI side, units
I'm not sure what your goal is. If you want to store all ai controlled units, then this should work in a single player game: [store_unit] variable=ai_units [filter] [filter_side] controller=ai [/filter_side] [/filter] [/store_unit] But it definitely will not work in multiplayer.
- April 3rd, 2018, 8:51 pm
- Forum: WML Workshop
- Topic: Filtred AI side, units
- Replies: 7
- Views: 2978
Re: Filtred AI side, units
Does this need to work in multiplayer? If not, it's pretty easy; just [store_side] and check the side.controller variable. For multiplayer safety... this is something I worked out for my mod. As far as I can tell it is multiplayer safe, or at least it was in 1.13.10 when I did most of my testing. #d...
- March 24th, 2018, 9:07 pm
- Forum: Multiplayer Development
- Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
- Replies: 65
- Views: 19507
Re: Preferred Fate of the Dunefolk (formerly Khalifate)?
Aside from all balancing issues, why not have, in the long run, a 'custom era', where factions are added from the whole pool (default, extended, after the fall.. whatever will be there) by just ticking the relative boxes? This would happen when a game is created. Obviously it requires a change in t...
- March 24th, 2018, 8:03 pm
- Forum: WML Workshop
- Topic: Samonella's questions: currently unsolved
- Replies: 72
- Views: 19055
Re: Samonella's questions: currently unsolved
The problems seem to be gone in 1.13.12, thanks!
Here's a small question that might be a bug. When I use [inspect] in a name=victory event I get an assertion error dialog box. If I click the 'ignore' option things seem to proceed without problem. Does anyone know if that's intentional?
Here's a small question that might be a bug. When I use [inspect] in a name=victory event I get an assertion error dialog box. If I click the 'ignore' option things seem to proceed without problem. Does anyone know if that's intentional?
- March 20th, 2018, 10:57 pm
- Forum: WML Workshop
- Topic: AI questions (possibly mattsc could help?)
- Replies: 6
- Views: 2043
Re: AI questions (possibly mattsc could help?)
Have you tried messing around with [micro_ai]s? I think something close to this would do the trick: [micro_ai] side=$CTB_temp_side ai_type=goto action=add ca_id=retreat [filter] < something with [filter_adjacent] > [/filter] [filter_location] x,y=$x1,$y1 [/filter_location] [/micro_ai]
- March 16th, 2018, 6:01 pm
- Forum: Multiplayer Development
- Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
- Replies: 65
- Views: 19507
Re: Preferred Fate of the Dunefolk (formerly Khalifate)?
I was on the fence until I read this: Perhaps if the merging is done it would be better to also have a 'default without dunefolk', for the competitive guys who don't trust the balance of the faction? That sounds perfect to me; make it clear we want the dunefolk to be a proper faction, so more player...