Search found 237 matches
- June 10th, 2018, 12:23 am
- Forum: Multiplayer Development
- Topic: Earth Scenario
- Replies: 6
- Views: 4404
Re: Earth Scenario
1.2 fixes -
The game breaking on reloading a save. (oops. I wish somebody had told me that)
Some code optimisation.
The game breaking on reloading a save. (oops. I wish somebody had told me that)
Some code optimisation.
- June 9th, 2018, 8:48 pm
- Forum: Multiplayer Development
- Topic: Architecture Mod
- Replies: 5
- Views: 4664
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.
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.
- June 8th, 2018, 10:23 am
- Forum: Multiplayer Development
- Topic: Architecture Mod
- Replies: 5
- Views: 4664
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 ...
- June 6th, 2018, 1:18 pm
- Forum: Multiplayer Development
- Topic: Architecture Mod
- Replies: 5
- Views: 4664
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...
- June 6th, 2018, 5:59 am
- Forum: Multiplayer Development
- Topic: The Trolling Mod
- Replies: 23
- Views: 9904
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...
- June 6th, 2018, 5:45 am
- Forum: Multiplayer Development
- Topic: The Trolling Mod
- Replies: 23
- Views: 9904
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...
- June 3rd, 2018, 1:36 pm
- Forum: Multiplayer Development
- Topic: The Trolling Mod
- Replies: 23
- Views: 9904
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 ...
- June 3rd, 2018, 10:21 am
- Forum: Multiplayer Development
- Topic: The Trolling Mod
- Replies: 23
- Views: 9904
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
- June 2nd, 2018, 7:18 am
- Forum: Multiplayer Development
- Topic: The Trolling Mod
- Replies: 23
- Views: 9904
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...
- June 1st, 2018, 3:39 pm
- Forum: Multiplayer Development
- Topic: The Trolling Mod
- Replies: 23
- Views: 9904
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...
- May 30th, 2018, 1:17 pm
- Forum: WML Workshop
- Topic: Error with [/unit]
- Replies: 7
- Views: 3338
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.
- May 30th, 2018, 8:06 am
- Forum: WML Workshop
- Topic: Error with [/unit]
- Replies: 7
- Views: 3338
Re: Error with [/unit]
I've already solved this one for Ophilia. The problem was multiple macros on the same line.
- May 28th, 2018, 7:30 pm
- Forum: WML Workshop
- Topic: how to change a side of an attacked unit
- Replies: 19
- Views: 6789
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...
- May 28th, 2018, 7:02 pm
- Forum: WML Workshop
- Topic: how to change a side of an attacked unit
- Replies: 19
- Views: 6789
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...
- May 28th, 2018, 6:52 pm
- Forum: WML Workshop
- Topic: how to change a side of an attacked unit
- Replies: 19
- Views: 6789
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.
You can't use conditional tags inside of command tags, they only accept specific arguments.