The Era of Myths 5.19.0

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderators: Forum Moderators, Developers

Post Reply
User avatar
Drakefriend
Posts: 436
Joined: September 27th, 2009, 12:57 pm
Location: Wandering from one world to another
Contact:

Re: The Era of Myths 5.10.1: looking for a co-maintainer

Post by Drakefriend »

Is there a system behind the races the Therians belong? The shapeshifting ones are in one race, but so is the Guard. However, the Aprentice amd the Monk are in the other race. But, strangest of all, the Hunter and the Shapeshifter (who is a shapeshifting Therian who decided to live with the Warg, so logically would belong into the same race as the other shapeshifting Therians) are normal Humans. Why do you not reduce the Races called Therians to one and put all Therians including the Shapeshifter) into it?
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.

Velensk
Multiplayer Contributor
Posts: 3991
Joined: January 24th, 2007, 12:56 am

Re: The Era of Myths 5.10.1: looking for a co-maintainer

Post by Velensk »

It's simple, the ones that you want to get the 'intuned' trait which gives a +2 to ranged damage (something the guards, aprentices and monks most certainly should not get) are a visually identical but seperate race from those who can't. You could probably allow the shifter from the warg faction the intunded trait.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

User avatar
Drakefriend
Posts: 436
Joined: September 27th, 2009, 12:57 pm
Location: Wandering from one world to another
Contact:

Re: The Era of Myths 5.10.1: looking for a co-maintainer

Post by Drakefriend »

But as far as I know, you can tell in the unit file to allow traits normally not allowed for the race: the HI can be fearless, but is still a human. As I looked into its file, this seems to be possible by simple putting a line with the trait behind the race:

Code: Select all

race=race
(TRAIT_TRAIT)
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.

Velensk
Multiplayer Contributor
Posts: 3991
Joined: January 24th, 2007, 12:56 am

Re: The Era of Myths 5.10.1: looking for a co-maintainer

Post by Velensk »

You can however I figured it was simpler to use two varients on the same race. It also disginguishes the true shifters from the members of their society that don't shift.

Either implimentation works though.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

User avatar
Drakefriend
Posts: 436
Joined: September 27th, 2009, 12:57 pm
Location: Wandering from one world to another
Contact:

Re: The Era of Myths 5.11.0

Post by Drakefriend »

Era of Myths 5.11.0 is now available!

Code: Select all

VERSION 5.11.0
---general changes
*updated experience= settings to meet the new experience standards

-Warg
*fixed image paths to attack icons in various units

-Vampires
*replaced Mistress, Methusalem and Duchess sprite
*Sire and Methusalem use the Noble portraits
*fixed the female Fledgeling's defense animation

-Therians
*cleaned up the racetype

-Celestials
*replaced Great Wizard sprite

-Elemetals
*fixed incorrect animation paths

-Devlings
*Added Portrait for Overgrown.

---translations
*updated translations: German
*new translations: Latin
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.

User avatar
Drakefriend
Posts: 436
Joined: September 27th, 2009, 12:57 pm
Location: Wandering from one world to another
Contact:

The Era of Myths 5.12.0

Post by Drakefriend »

Era of Myths 5.12.0 is now available!

Code: Select all

VERSION 5.12.0
-Therians
*finally clearing up the race chaos
*fixed hunter line animations

--translations:
*updated translations: German, Latin
Available on both the stable and the development branch add-on server!
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.

User avatar
taptap
Posts: 980
Joined: October 6th, 2011, 5:42 pm

Re: The Era of Myths 5.12.0

Post by taptap »

I believe it would be good to change the malborn cost for consistency, even if he usually isn't recruitable, but if someone makes a campaign with vampires as enemies suddenly the mistake would hurt. (I understand Fall of Wesnoth will feat. enemy vampires in the second part.)

There are good replacements for the Therian cat sprites available. Era of Four Moon has cat riders and the riderless cats (jaguar, leopard, panther) that in fact use the same outlines as some of those Therian ones are available e.g. in Panther Lord campaign.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

Deciton_Reven
Posts: 94
Joined: August 6th, 2012, 4:49 pm

Re: The Era of Myths 5.12.0

Post by Deciton_Reven »

Oh hi, Era of Myths dudes. I didn't want to go bumping any topics for this, but now I don't have to. I have two sprites you guys might like to use for the Windsong (even if they aren't really the same style of OH-MY-GOSH gorgeous, and one is a bit silly/sexy). They are the meant to be the Farstrider (lacks it's own art) and the Harbringer (got it's own art, lots it seemingly, however...).

Good job on, and thanks for, keeping this era available and maintained.
Attachments
Silly/Sexy
Silly/Sexy
farstrider.png (2.43 KiB) Viewed 4920 times
We all know fighting in a dress is tough.
We all know fighting in a dress is tough.
harbinger.png (2.38 KiB) Viewed 4920 times

User avatar
JW
Posts: 5046
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Re: The Era of Myths 5.12.0

Post by JW »

:D Wow, I'm pleasantly surprised someone took the mantle to keep updating this! Thank you!

When I get the chance I will try to see how the new era plays with the changes you have made. IDK when that will be but I am very curious about it.

User avatar
Drakefriend
Posts: 436
Joined: September 27th, 2009, 12:57 pm
Location: Wandering from one world to another
Contact:

Re: The Era of Myths 5.12.0

Post by Drakefriend »

Pleased to see you here again, JW!
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.

ziyo
Posts: 2
Joined: September 11th, 2012, 9:49 pm

Re: The Era of Myths 5.12.0

Post by ziyo »

i got an error when i updated to 5.12.0 from 5.11.0 it won't let me join the multiplayer server and i can't play with era of myths.
Attachments
this is an image of the error i got
this is an image of the error i got

User avatar
Espreon
Developer
Posts: 630
Joined: June 9th, 2007, 4:08 am

Re: The Era of Myths 5.12.0

Post by Espreon »

Era of Myths 5.12.0a is now available!

This release merely fixes a preprocessor error that renders the era unusable. 5.12.0a is available on both the 1.11.x and 1.10.x servers as well as SourceForge.

ziyo
Posts: 2
Joined: September 11th, 2012, 9:49 pm

Re: The Era of Myths 5.12.0a

Post by ziyo »

thank you :D it works now. glad you took the time to fix it.

User avatar
Dugi
Posts: 4957
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: The Era of Myths 5.12.0a

Post by Dugi »

I am not sure if it is still there, but in macros/traits.cfg, I saw once
Vampires cannot be victims of drain or plague, but are still susceptible to poison attacks. Unfortunately the code cannot separate these three functions, so currently all 3 specials effect them.
This is completely absurd! Just a small attacker_hits/defender_hits pair of events in the era file and you got them poisonable.

User avatar
nayru25
Posts: 7
Joined: January 10th, 2012, 5:44 am

Re: The Era of Myths 5.12.0a

Post by nayru25 »

To further elaborate on what Dugi was saying, for a unit that is "undead", all you have to do is check if, on an attack, a vampire is hit by a poison attack, then set the unit's "status.poisoned" to true.

Code: Select all

#define VAMPIRE_POISON_EVENT
    # modified from Shadowmaster's "Invasion from the Unknown"
    # The [fire_event] tags are used to remove code duplication
    [event]
        name=attacker_hits
        first_time_only=no
        [filter_attack]
            special=poison
        [/filter_attack]
        [filter_second]
			[filter_wml]
				[modifications]
					[trait]
						id=vampire
					[/trait]
				[/modifications]
			[/filter_wml]
        [/filter_second]
        [fire_event]
            name=VampPoison
            # primary -> secondary ; secondary -> primary
            [primary_unit]
                x,y=$x2,$y2
            [/primary_unit]
            [secondary_unit]
                x,y=$x1,$y1
            [/secondary_unit]
        [/fire_event]
    [/event]
    [event]
        name=defender_hits
        first_time_only=no
        [filter_second_attack]
            special=poison
        [/filter_second_attack]
        [filter]
			[filter_wml]
				[modifications]
					[trait]
						id=vampire
					[/trait]
				[/modifications]
			[/filter_wml]
        [/filter]
        [fire_event]
            name=VampPoison
            # primary -> primary ; secondary -> secondary
            [primary_unit]
                x,y=$x1,$y1
            [/primary_unit]
            [secondary_unit]
                x,y=$x2,$y2
            [/secondary_unit]
        [/fire_event]
    [/event]
    [event]
        name=VampPoison
        first_time_only=no
		
        [store_unit]
            [filter]
                x,y=$x1,$y1
            [/filter]
            variable=vamp_poison
            kill=no
        [/store_unit]
                # This is to replicate the poisoned message, but it's a bit slow
		[if]
			[variable]
				name=vamp_poison.status.poisoned
				boolean_equals="false"
			[/variable]
			[then]
				[floating_text]
				   x,y=$vamp_poison.x,$vamp_poison.y
				   text="<span color='#ff0000'>" + _ "poisoned" + "</span>"
				[/floating_text]
			[/then]
		[/if]
        {VARIABLE vamp_poison.status.poisoned yes}
        [unstore_unit]
            variable=vamp_poison
        [/unstore_unit]
        {CLEAR_VARIABLE vamp_poison}
    [/event]
#enddef
To make it work, add this to TRAIT_VAMPIRE:
[effect]
apply_to=status
add=not_living
[/effect]

add {TRAIT_VAMPIRE} to the trait list in the vampire [race]

and then, As dugi said, call {VAMPIRE_POISON_EVENT} in each [era]

The only downside is that it's really a temporary means to get a result, and it would be much better if the game code was modified to disallow certain statuses.

Post Reply