Ageless Era - Current Version: 4.33

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mnewton1
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Re: Ageless Era - Current Version: 4.6

Post by mnewton1 »

IPS wrote:Ok ok I know it has terror, but 22 hp is to low for 30% res to physic (Shadowns/Wraiths has more hp and more physic res) I think it must have atleast 28 hp instead 22.
That sounds ok. I have changed it.
IPS wrote:About mercenaries, the lv2 units from Mercs era has the price of it's lv1. I think we must make the prices depending it's stats (hmmm... it must be an interesting experience) but mercs has to much factions, so that must take some time to do :/
This is why Mercenaries Era is not in Ageless Heroes yet. All level 2, 3 and 4 units do not have a custom cost except for the ones I have already changed. I will probably see if I can change all of these during Easter.

EDIT: Just so you guys know, I have updated the changelog, credits, and added a logo in the first page of this topic.
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IPS
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Re: Ageless Era - Current Version: 4.6

Post by IPS »

I never understood at all why some factions are 2-3 times in ageless era (loyalist-loyalist EE or Northeners-Notherners EE- Northeners Archaric) overall if one of this is more clever than the other (and this means higher chance to take this faction by random)

About the new first page, it's NICE indeed :D
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Re: Ageless Era - Current Version: 4.6

Post by mnewton1 »

All factions that are duplicates have slight differences. They could be the same in Ageless Era and different in Ageless Heroes.
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IPS
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Re: Ageless Era - Current Version: 4.6

Post by IPS »

Hmmm... But also Loyalist EE has 2 more recruits (peasant and sargeant) both aditions can be useful, I think you must erase the default loyalist because it's less complete. If the players does not like the peasants/sargeants they will not recruit them and the game must be the same if them were playing with the loyalist from default era.
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Aryvan
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Re: Ageless Era - Current Version: 4.6

Post by Aryvan »

Hey guys^^

Just one quick question: Is it possible to use the Ageless Era in a campaign? I'm using Wesnoth 1.9.x and no matter what I do, it doesn't work. At first I got an error that wesnoth couldn't find some of the abilities and now it says
Macro/file 'GET_AE_UNITS' is missing at ~add-ons/Ageless_Era/units/_units.cfg:4

It would be great if you could help me. I really don't know how to fix it...

Thanks in advance ;-)
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Reepurr
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Re: Ageless Era - Current Version: 4.6

Post by Reepurr »

Aryvan wrote:Hey guys^^

Just one quick question: Is it possible to use the Ageless Era in a campaign? I'm using Wesnoth 1.9.x and no matter what I do, it doesn't work. At first I got an error that wesnoth couldn't find some of the abilities and now it says
Macro/file 'GET_AE_UNITS' is missing at ~add-ons/Ageless_Era/units/_units.cfg:4

It would be great if you could help me. I really don't know how to fix it...

Thanks in advance ;-)
I don't have AE, but the problem is obvious.

Wesnoth does:
• Load campaign
• Read macro name
• Check paths
• Investigate the files the paths lead to
• ERROR. I CAN'T FIND THE MACRO.
(or thereabouts)

You need to put GET_AE_UNITS inside your _main.cfg so it can successfully find it. Or just stick the paths inside GET_AE_UNITS with the rest of the paths in your _main.cfg.
(A path looks sort of like {~add-ons/campaignname/scenarios/})
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Aryvan
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Re: Ageless Era - Current Version: 4.6

Post by Aryvan »

Thank you ;-)

I tried the first suggestion but it doesn't work...still the same error.
I'm not really sure how to do the second one? I know what a path is but I don't know where I should stick which one. The paths of GET_AE_UNITS to my main.cfg?
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StDrake
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Re: Ageless Era - Current Version: 4.6

Post by StDrake »

actually its more like:
1load addon _main file
-2do what it says
--3if it's a macro definition - learn that macro
--4if it's a macro call - see if you have learned that macro yet - if not, scream!
--5if it's a file path go to that file and see point 2

so see where that macro is being called (well actually the parser just yelled at you telling where) and see where it's defined, and then see if you have the path of the file with the definition mentionned anywhere BEFORE the macro gets called
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baruk
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Re: Ageless Era - Current Version: 4.6

Post by baruk »

Just tried a multiplayer game using ME - Holy Order. It crashed after my Inquisitor unit leveled up to level 2, it seemed to not have the relevant unit. Also I noticed that a level 2 unit from ME - Fanatics with a 60 - 1 suicide attack didn't die after using the attack.
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StDrake
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Re: Ageless Era - Current Version: 4.6

Post by StDrake »

I've checked out ME - Holy order after that and it turns out more units have the blind-crash advance problem:
interrogator(should level to buggy inquisition, which should level to Torturer)
student(probably to scholar->Wisdomkeeper(also buggy) or branching to mage->Ballast(guess what - YES! buggy))
lightwisp(should probably level to Twilight, which is also buggy and should level to Holy Spirit)

also checked AE fanatic->Martyr unit - its suicide attack doesnt work suicidal indeed, which is interesting since the unit book shows AE blight->Seeded to also use this special and it works in their case
Like cats? I've made a whole faction of them to kick ass with!
Don't like cats? I've made a whole faction of them to kick their asses! So everyone's happy :)
Felinian faction is part of the Beyond Southern Hells era
kitties need sprites! art topic here
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Re: Ageless Era - Current Version: 4.6

Post by mnewton1 »

Ok guys, I am going the release version 4.7 in a few hours. ALL advancement issue will be fixed along with several other things.
Aryvan wrote:Hey guys^^

Just one quick question: Is it possible to use the Ageless Era in a campaign? I'm using Wesnoth 1.9.x and no matter what I do, it doesn't work. At first I got an error that wesnoth couldn't find some of the abilities and now it says
Macro/file 'GET_AE_UNITS' is missing at ~add-ons/Ageless_Era/units/_units.cfg:4

It would be great if you could help me. I really don't know how to fix it...

Thanks in advance ;-)
First, I would like to suggest that unless you are using factions from multiple different eras, you should use the original era the faction is from. They tend to have little guide on how to add their era to your campaign.

If your using multiple eras, then I suggest you upload. If I take a look at the could I will be able to tell you the problem.
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IPS
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Re: Ageless Era - Current Version: 4.6

Post by IPS »

Musn't the Herbalist do 2-10 instead 1-20? with that atack the high or low ressistances to fire are not used. It's foolish what a fire atack deals more dammage to drakes than an a skeleton because the drake has less evasion and this must balance more this unit for rpg games :)
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Re: Ageless Era - Current Version: 4.7

Post by mnewton1 »

Ageless Era Version 4.7 was Released on the 1.8 and 1.9 Add-On Server
Update / Notes

Code: Select all

Version 4.6+svn:
* Eras
 
* Graphics
    * Fixed bug with Aragwaithi Stongbow missing a northern frame.
    * Fixed missing standing frames for Aragwaithi Archer.
    * Fixed missing base frame for Rune Apprentice.
    * Fixed missing defense frame bug for the entire Avians faction.
    * Added team color to the Sailer in the Mercenaries faction.
    * Added TC to Celestial Keeper and the Elemental Djinn, Windherder, and Zephyr.
 
* Balance
    * Removed the Flying Fortress from the Runemaster's Ageless Heroes faction leader list.
    * Energy type was removed from Imperial Era and Feudal Era and it was changed to fire. Resistance to fire was changed accordingly. throughout the factions.
    * Yokai Banshee hitpoints were changed to 22 -> 28.
    * Added 5-1 Kick attack for Steepe Orc Shieldbearer line to assist in gaining xp.
 
* Bug Fixes
    * Fixed advancement bug for the Holy Order Interrogator and Inquisition.
    * Fixed advancement bug for the Holy Order Student, Mage, and Scholar.
    * Fixed advancement bug for the Holy Order Lightwisp.
    * Fixed advancement bug for the Hive Gnat, Swarm, and Infest.
    * Fixed advancement bug for the Emperor's Guard Shuriken Thrower.
    * Fixed advancement bug for the Refugee Longboat.
    * Fixed duplicated AE Blight Undertow ids.
    * Deleted duplicate Runesmith and Runemaster units.
    * Removed Telecharging ability from the Steelhive Bladwhirler.
    * Fixed lack of max xp increase for units with monster amla
    * Cursed weapon special fixed.
    * Fixed plague bug with Slaver's Tracker line.
 
* Other
    * Deleted unnecessary file, abilities-ME-1.cfg
    * Updated credits.
    * Image size reduced thanks to espreon.
    * Major update to credits.
 
* Outstanding issues
    * The Phalanx ability for Ceresians Halberdier and Pikemen is not yet implemented
    * Fanatic's suicide ability sometimes doesn't function
    * Steelhive Telecharging doesn't work correctly.
 
Creator of Ageless Era
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MattDakka
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Re: Ageless Era - Current Version: 4.7

Post by MattDakka »

Amazing! Thanks very much for this latest release!
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Re: Ageless Era - Current Version: 4.7

Post by MattDakka »

Aragwaithi archer sprite has some issues, sometimes it's invisible.
Favourite Eras: Ageless Era; Eastern Europe at War.
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