Search found 510 matches
- January 26th, 2009, 11:17 pm
- Forum: Multiplayer Development
- Topic: MP coop campaign: World Conquest
- Replies: 92
- Views: 33762
Re: MP coop campaign: World Conquest
1. The hero unit gets you an extra unit that can move in the first turn, which lets you move to secure key points that much faster. Probably the least important point, but beating the AI units to an important village or chokepoint can make things much easier. 2. The hero unit is slightly more powerf...
- January 24th, 2009, 5:34 am
- Forum: Art Contributions
- Topic: Captain Swings portrait work ... Undead
- Replies: 121
- Views: 31340
Re: Draugnatomy - portrait attempt
Your verdigris is too verdi and not enough gris, I think. Needs desaturating. The linework needs to be integrated, but I assume that's just a WIP. Texture is looking pretty neat, but the lighting is extremely flat; I'm not sure if you were planning on going back and doing shadows over it later, but ...
- January 23rd, 2009, 11:53 pm
- Forum: WML Workshop
- Topic: How to make a map a little more fun : using randomisation.
- Replies: 10
- Views: 2439
Re: How to make a map a little more fun : using randomisation.
Well, that's true. But since you can use a full SLF instead of just a rectangular range + initial terrain, I don't see why you'd need to use overlapping areas in the first place. ;) Maybe I'm just too sleep-deprived right now, but I don't think any amount of filter wizardry will get around this pro...
- January 23rd, 2009, 11:24 pm
- Forum: WML Workshop
- Topic: How to make a map a little more fun : using randomisation.
- Replies: 10
- Views: 2439
Re: How to make a map a little more fun : using randomisation.
You've never seen the kind of WML I hack together at 2 AM.
For sake of simplicity yours is probably better, but the original version has the nice feature that you can prevent randomized terrains from getting re-randomized if you have overlapping areas and terrain shifts, which you've excised.
For sake of simplicity yours is probably better, but the original version has the nice feature that you can prevent randomized terrains from getting re-randomized if you have overlapping areas and terrain shifts, which you've excised.
- January 23rd, 2009, 11:00 pm
- Forum: WML Workshop
- Topic: How to make a map a little more fun : using randomisation.
- Replies: 10
- Views: 2439
Re: How to make a map a little more fun : using randomisation.
Nifty! I've been using a similar process overlaid on top of the default map generator in order to produce more interesting random maps with good results, but this is a much cleaner and more extensible implementation.
- January 23rd, 2009, 6:23 pm
- Forum: Multiplayer Development
- Topic: MP coop campaign: World Conquest
- Replies: 92
- Views: 33762
Re: MP coop campaign: World Conquest
The map generator bug seems to be a problem with the map generator itself; I've tried a test campaign that just used the map generator, no fancy WML events (and absolutely no other random calls) and it still went out of sync when advancing scenarios. Maybe there's some way to rig it to work, I don't...
- January 22nd, 2009, 9:12 pm
- Forum: Art Workshop
- Topic: My Wose
- Replies: 25
- Views: 7218
Re: My Wose
Human civilizations generally haven't had many qualms about using animal bone or leather, so I don't see why woses would necessarily have a lot of hangups about using non-wose wood.
- January 22nd, 2009, 8:20 am
- Forum: Multiplayer Development
- Topic: MP coop campaign: World Conquest
- Replies: 92
- Views: 33762
Re: MP coop campaign: World Conquest
I put a new version on add-ons. Now in addition to the random bonuses that appear on each level, each player can pick two bonuses of their choice (within certain partially randomized constraints) at the start of each scenario. Also, if you use Auxiliary Era v0.12 or higher you can get access to new ...
- January 22nd, 2009, 12:28 am
- Forum: Technical Support
- Topic: MP campaigns and [generator] tag
- Replies: 0
- Views: 631
MP campaigns and [generator] tag
I can't imagine this is a terribly high priority issue, but when advancing to a scenario with a [generator] tag, the map generator does not seem to sync between clients, resulting in everybody getting a different version of the map.
- January 21st, 2009, 9:56 pm
- Forum: Art Contributions
- Topic: Dragon sprite
- Replies: 295
- Views: 118638
Re: Dragon sprite
( Oh and sorry for my bad english, it's even worse than my art :P ) Possibly, but considering your art is very nice this is not saying much. :wink: The only real snag I see is that the wings get a little messed up on the down beat. About halfway through the down beat the membranes in back abruptly ...
- January 21st, 2009, 4:59 pm
- Forum: Art Contributions
- Topic: Mermen: Fighter Portrait
- Replies: 124
- Views: 32325
Re: Mermaid initiate portrait
Odd, I find that this perspective very strongly concentrates attention on the face; not only is it a superbly striking face to begin with, the slight slant draws the eye upwards and the negative space surrounding the head provides excellent framing contrast. Clearly I must be the only one whose mind...
- January 15th, 2009, 10:15 pm
- Forum: Ideas
- Topic: When ulf-ing a defenceless unit, you get 0% inflicted
- Replies: 12
- Views: 3017
Re: When ulf-ing a defenceless unit, you get 0% inflicted
I'm... pretty sure that the RNG does not have any sort of compensatory function. The fact that damage statistics trend towards the expected value over time is just the law of large numbers at work.
That said, I still support this idea as it would give more meaningful statistics.
That said, I still support this idea as it would give more meaningful statistics.
- January 15th, 2009, 3:12 am
- Forum: Faction & Era Development
- Topic: Auxiliary Era project
- Replies: 30
- Views: 11088
Re: Auxiliary Era project
Sure. It's on add-ons, so you can download it and take whatever you'd like from it. The skeleton cavalry is actually a tweak of a skeleton cavalry sprite that's packaged in the mainline distribution (it's used in a couple of campaigns). Haven't been working on this era for the past several days, but...
- January 15th, 2009, 3:07 am
- Forum: Scenario & Campaign Development
- Topic: Imperial Era Campaign: Gali's Contract
- Replies: 22
- Views: 9570
Re: Imperial Era Campaign: Gali's Contract
I found scenario 1 to be pretty easy. I lost scenario 2 the first time I tried it; I had recruited and played very conservatively, resulting in me getting steamrollered by the reinforcements. The second time I brought out all my big guns from the first scenario, finished the second objective at a re...
- January 12th, 2009, 6:23 pm
- Forum: Multiplayer Development
- Topic: MP coop campaign: World Conquest
- Replies: 92
- Views: 33762
Re: MP coop campaign: World Conquest
The Wesband problem sounds like it is probably the WML reordering bug . It's possible that the problem I'm having now is caused by the same thing, but I'm not sure how sensitive [generator] actually is to tag placement; when doing a live test last night we ended up with no less than three different ...