Search found 10 matches
- February 5th, 2008, 2:24 am
- Forum: Technical Support
- Topic: NULL Player ally positions shown on load.
- Replies: 2
- Views: 912
While the fix in svn does prevent the positions from being shown in the players start screen, it doesn't prevent the revealing of the shop keepers in the loading of a game. I downloaded svn to test this 1.3.15+svn, but it still happens. I was under the impression that share_view=no would prevent thi...
- February 4th, 2008, 12:30 am
- Forum: Technical Support
- Topic: NULL Player ally positions shown on load.
- Replies: 2
- Views: 912
NULL Player ally positions shown on load.
Have a mp map where player 7 is the shop keepers. And they are all placed at the start. [side] side=7 controller=null team_name=Targets allow_player=0 disallow_observers=yes canrecruit=1 team_lock=1 gold=100 income=0 fog=yes shroud=yes colour=9 income=-2 share_view=no [/side] When you start a normal...
- January 31st, 2008, 5:10 am
- Forum: WML Workshop
- Topic: Any easier way to do shop locations?
- Replies: 2
- Views: 1189
- January 31st, 2008, 3:42 am
- Forum: WML Workshop
- Topic: Any easier way to do shop locations?
- Replies: 2
- Views: 1189
Any easier way to do shop locations?
Currently most shop code I see needs the 6 hexes surrounding the shop unit listed. I tried something else... [show_if] [have_unit] [filter_adjacent] x=20 y=20 is_enemy=no [/filter_adjacent] side=$side_number [/have_unit] [/show_if] This does actually detect and call up the shop if you are next to it...
- January 25th, 2008, 4:17 am
- Forum: WML Workshop
- Topic: Request for a New Sticky Topic and a few other questions
- Replies: 2
- Views: 1046
Request for a New Sticky Topic and a few other questions
How about a new sticky topic, for working wml code? Or one for stable and one for dev. The lack of example uses for every tag in the documentation, could be offset by people being able to see others working code. I know you can look into other campaigns, but having a one stop place for a large amoun...
- January 2nd, 2008, 4:24 am
- Forum: Multiplayer Development
- Topic: Gauntlet Legends - 5p RPG [Version 1.0]
- Replies: 40
- Views: 10590
- January 2nd, 2008, 1:05 am
- Forum: Multiplayer Development
- Topic: Gauntlet Legends - 5p RPG [Version 1.0]
- Replies: 40
- Views: 10590
Been there; won it. Of course being a tester did help out a lot in the beginning. A little suicidal through this one since I had a fair idea of the start but not the end. Very good rpg. Posting a replay of my game; I doubt I hit all the hidden stuff. Obviously the attached replay for 1.3.13 is *spoi...
- November 23rd, 2007, 4:49 am
- Forum: Multiplayer Development
- Topic: 4p Combat Diamond
- Replies: 0
- Views: 792
4p Combat Diamond
This is a small FFA map.
Recommended Settings
150 gold / +2
70% xp
Map is mostly just open space to encourage fighting. Not sure if terrain could be balanced due to small size.
Recommended Settings
150 gold / +2
70% xp
Map is mostly just open space to encourage fighting. Not sure if terrain could be balanced due to small size.
- November 13th, 2007, 12:33 am
- Forum: Ideas
- Topic: Random Maps
- Replies: 7
- Views: 2123
Random Maps
I have been wondering about some possible improvements to random maps. Would it be possible to add the save map button to the generate game screen? I know you can do this once you start a game, but in doing such you reset all the random generation settings. The settings aren't saved or stored. If th...
- November 12th, 2007, 1:37 am
- Forum: Multiplayer Development
- Topic: The High Seas (Naval MP Scenario)
- Replies: 290
- Views: 96101