Search found 569 matches
- November 4th, 2010, 12:25 pm
- Forum: Multiplayer Development
- Topic: Conquest 2.0 - on 1.8 server
- Replies: 573
- Views: 112278
Re: Conquest 2.0 - on 1.8 server
thanks Beserk I will be making the magus movmement 6 I think based on feedback from people its also nerfed to tier 1 cavalry attack. I'll be reverting all the new factions stats to main conquest races, to solve many balance issues, then tweaking any units which have special abilities. I agree with W...
- November 4th, 2010, 10:23 am
- Forum: Multiplayer Development
- Topic: Conquest 2.0 - on 1.8 server
- Replies: 573
- Views: 112278
balancing factions & outlaw outposts
Just some stuff I've been doing last night * Balancing I've decided to revert all the stats & terrain defenses & movement of my new factions to the main conquest races, so I will use these as a template, so they are more balanced: Celts - will use all the elf stats Feudals - will use human s...
- November 4th, 2010, 2:16 am
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 136
- Views: 40276
Re: Extra Conquest Maps by Gwledig
I was in a test game and agreed to nerf it down to 7, but cud go lower? been changing lots of stuff so trying to get more balanced.. gona take a while tho.
- November 3rd, 2010, 6:25 pm
- Forum: Multiplayer Development
- Topic: Conquest 2.0 - on 1.8 server
- Replies: 573
- Views: 112278
Re: Conquest 2.0 - on 1.8 server
hi wtf, adding new factions to conquest isn't heresy its making it more fun like you said yourself, and I'm not adding anything to the main conquest files, or adding any new features to the game. I totally agree the core concept needs to be kept. If folks think the doppleganger or special skills lik...
- November 3rd, 2010, 10:49 am
- Forum: Multiplayer Development
- Topic: Conquest 2.0 - on 1.8 server
- Replies: 573
- Views: 112278
Re: Conquest 2.0 - on 1.8 server
Tests last night with the Celts and Feudals worked well on the Wales map and I noted some ways to balance units out. My current jobs now include: * Continuting to balance the factions * Making Wales map Celts vs Feudals with separate vila (stone house) for the Feudals * I may add the 2 new human fac...
- November 3rd, 2010, 10:31 am
- Forum: WML Workshop
- Topic: hiding unit names
- Replies: 23
- Views: 2720
Unit type shown in onthefly unit creation / stripping traits
It turns out even using a very short unit file in the units folder will require the player connecting to download the whole multiplayer scenario themselves. So I've had to drop my unit files and go back to recruiting standard unit types in my on-the-fly [unit] code. So I've renamed the subject line ...
- November 2nd, 2010, 10:56 am
- Forum: WML Workshop
- Topic: hiding unit names
- Replies: 23
- Views: 2720
Re: hiding unit names
...this is probably why Conquest uses the [unit] tag to modify units 'on the fly', however.. Conquest also contains a unit folder with kalifa unit cfgs, to override the extended era kalifa (which users will have downloaded), but users don't need to actually download Conquest to join a multiplayer ga...
- November 2nd, 2010, 4:35 am
- Forum: Multiplayer Development
- Topic: Conquest 2.0 - on 1.8 server
- Replies: 573
- Views: 112278
Re: Conquest 2.0 - on 1.8 server
I've finished the very basics of adding the Celts and Rift to my maps (not on addon yet) so I'll be testing and looking at balance before uploading, the Rift are a monster race using little used animations like the red dragon and undead troll/saurian, so this looks fairly original, the Celt race use...
- November 2nd, 2010, 1:38 am
- Forum: WML Workshop
- Topic: hiding unit names
- Replies: 23
- Views: 2720
Re: hiding unit names
I've managed to get it all working using the suggestions above, an external unit_name.cfg for each unit in my units folder, using the [unit_type] tag and [base_unit] to 'reuse' a unit, then refer to this new 'type' by ID/type in my recruitment [unit] code, where I'm modifying everything I need with ...
- November 1st, 2010, 11:16 am
- Forum: WML Workshop
- Topic: hiding unit names
- Replies: 23
- Views: 2720
Re: hiding unit names
thanks all I'm not actually creating a scenario but working on a multiplayer scenario (conquest) where a recuit menu is used to create units. I'm adding a new recruit menu in Conquest to create units using [option], then using the [unit] tag to call the unit. Rather than being a scenario or faction ...
- November 1st, 2010, 3:10 am
- Forum: WML Workshop
- Topic: modifying * adding healing for a unit
- Replies: 5
- Views: 1214
Re: modifying * adding healing for a unit
I got this working by removing the existing heal ability using effect/ remove ability then adding a new ability using effect apply_to=new_ability
I think my main problem was fitting in the above into a [unit] setup with effect, many thanks though, as the code above steered me in the right direction.
I think my main problem was fitting in the above into a [unit] setup with effect, many thanks though, as the code above steered me in the right direction.
- November 1st, 2010, 3:06 am
- Forum: WML Workshop
- Topic: hiding unit names
- Replies: 23
- Views: 2720
Re: hiding unit names
thanks, I got healing +12 working by switching off the default+8 heal for my [unit] using effects > remove ability, then adding in a new ability using 'apply_to=new_ability'. Regarding changing a unit title, I tried a number of methods, eg in the example below the new unit is defined, then lower dow...
- October 31st, 2010, 4:20 am
- Forum: WML Workshop
- Topic: hiding unit names
- Replies: 23
- Views: 2720
hiding unit names
Hi again! I have some units where they are elf and I'm modifying them as human, is there a way to hide the unit title shown under the portrait such as "elvish high lord"? eg in [unit] description=A Celt of ancient days type=Elvish High Lord name=Celtic Prince side=$side_number x=$x1 y=$y1 ...
- October 31st, 2010, 1:12 am
- Forum: WML Workshop
- Topic: Using soulless units
- Replies: 4
- Views: 1136
Re: Using soulless units
thanks
I managed to get the soulless and drake zombie using
type=Soulless
variation=wose
type=Soulless
variation=troll
type=Soulless
variation=saurian
type=Soulless
variation=drake
type=Walking Corpse
variation=drake
I managed to get the soulless and drake zombie using
type=Soulless
variation=wose
type=Soulless
variation=troll
type=Soulless
variation=saurian
type=Soulless
variation=drake
type=Walking Corpse
variation=drake
- October 31st, 2010, 12:25 am
- Forum: WML Workshop
- Topic: Using soulless units
- Replies: 4
- Views: 1136
Using soulless units
Hi thanks for the help, but still not managed to modify the heal ability of the unit, I'll post the code back again sometime with where I'm at. On another note, I know you can use an existing core unit and modify it to create a new unit with new attribues, I'm currently seeking how to do the followi...