Search found 10 matches

by Relic
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...
by Relic
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...
by Relic
January 31st, 2008, 5:10 am
Forum: WML Workshop
Topic: Any easier way to do shop locations?
Replies: 2
Views: 1189

Must have had the xy in wrong place when I tried that before.

Thanks!

That saves a ton of space instead of having to use all the locations.
by Relic
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...
by Relic
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...
by Relic
January 2nd, 2008, 4:24 am
Forum: Multiplayer Development
Topic: Gauntlet Legends - 5p RPG [Version 1.0]
Replies: 40
Views: 10590

Tried it with a single wose (regenrate) too.

Here's another fine replay.
by Relic
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...
by Relic
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.
by Relic
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...
by Relic
November 12th, 2007, 1:37 am
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 290
Views: 96101

Here's some oddness.

Tried raiding Gaol, got through to the cages, but the 2 freed prisoner units tried to attack the prisoner in the last cage. A necromancer.

Feature or bug?