Zombie Apocalypse RPG 1.6

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Konrad2
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Re: Zombie Apocalypse RPG 1.6

Post by Konrad2 »

Btw, why is Zombie Apocalypse RPG listed as type (singleplayer) 'Scenario'? ._.

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PapaSmurfReloaded
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Re: Zombie Apocalypse RPG 1.6

Post by PapaSmurfReloaded »

Konrad2 wrote:
July 27th, 2018, 11:07 pm
Btw, why is Zombie Apocalypse RPG listed as type (singleplayer) 'Scenario'? ._.
Lol I never noticed that.

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PapaSmurfReloaded
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Re: Zombie Apocalypse RPG 1.6

Post by PapaSmurfReloaded »

Fixed a bug that caused civilian-related events not to work.

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PapaSmurfReloaded
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Re: Zombie Apocalypse RPG 1.6

Post by PapaSmurfReloaded »

Made some minor aesthetic changes.

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jb
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Re: Zombie Apocalypse RPG 1.6

Post by jb »

Hi. We played this today and enjoyed it.

But there is an annoying oversight. The enemy unit in the corner (196, 96) is visible and the game scrolls to his location between each turn. The scrolling was frustrating.
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gfgtdf
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Re: Zombie Apocalypse RPG 1.6

Post by gfgtdf »

This is an old thread so I'm not sure which wesnoth version this is about but if it's 1.14 you no longer need dummy leaders you can just put defeat_condition=never in the side definition
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

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PapaSmurfReloaded
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Re: Zombie Apocalypse RPG 1.6

Post by PapaSmurfReloaded »

gfgtdf wrote:
May 12th, 2020, 10:31 pm
This is an old thread so I'm not sure which wesnoth version this is about but if it's 1.14 you no longer need dummy leaders you can just put defeat_condition=never in the side definition
That's good to know, makes fixing this easy. :lol:

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