Search found 758 matches

by PapaSmurfReloaded
January 15th, 2021, 10:33 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 59434

Re: A Random RPG Adventure

I'm currently looking at all the add-ons that use [effect]apply_to=vision as part of issue 3356 , and noticed that in ARRPGA's "Modify Unit" menu, the option for modifying movement works differently to the option for modifying vision. It seems inconsistent, although not a bug in ARRPGA. M...
by PapaSmurfReloaded
January 11th, 2021, 12:54 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 59434

Re: A Random RPG Adventure

New version correcting the spelling of a couple of words. By the way, just found a bug. I finished the quest "A Cattle Thief", the one with the Yeti, and when I returned to Swanford Village to restock, it restarted in the step by the cave, to go to coordinates 34,49. I just entered debug a...
by PapaSmurfReloaded
January 11th, 2021, 12:10 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7139

Re: Kingdom Builder Mod

Uploaded a new version, only minor changes.
by PapaSmurfReloaded
December 13th, 2020, 6:10 pm
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 59434

Re: A Random RPG Adventure

Excellent work with this! I'm having a great time playing in the AI DM mode. One issue I found is that with just regularly playing the game and performing the hunting/mining/foraging, the party status of hunger/thirst/fatigue is forgotten and then it warns us only when it is affecting the party. Wo...
by PapaSmurfReloaded
October 22nd, 2020, 4:31 pm
Forum: Faction & Era Development
Topic: 18th Century Warfare Era
Replies: 215
Views: 77624

Re: 18th Century Warfare Era

When do we get back the campaign last time i played BfW was 2 years ago and your mod was my most favorite but ive seen a lot of changes i am looking forward to an update hopefully thx keep up that good work A surprising amount of people has reached out to me asking about the campaign. I'd like to r...
by PapaSmurfReloaded
July 1st, 2020, 11:49 am
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 3264

Re: Season Changer Mod

Another idea worth considering is to randomize not the length of the seasons, but the intensity. For example during a mild winter only 50% of the terrains are covered in snow, which would be 100% during a normal one. Decided randomly. Same could be done to water for the rest of the seasons. And of ...
by PapaSmurfReloaded
June 30th, 2020, 1:13 pm
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 3264

Re: Season Changer Mod

Hey I have an issue with the frozen ground removal, mayba make it so areas predetermined to be frozen only thaws in the summer and stays frozen during the other seasons, like the shallow water turning into mud bridges. It's a complicated situation to make sense of, because the mod is supposed to do...
by PapaSmurfReloaded
May 13th, 2020, 12:49 pm
Forum: Multiplayer Development
Topic: Zombie Apocalypse RPG 1.6
Replies: 231
Views: 63291

Re: Zombie Apocalypse RPG 1.6

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:
by PapaSmurfReloaded
May 3rd, 2020, 1:19 pm
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7139

Re: Kingdom Builder Mod

Have just downloaded and am currently using the Advanced version. Does it not have a slider settings options yet? Getting the hang of the resource-gathering phase, but I have to admit it heavily slows the pace of the early game. Would it have an option to increase the production gained from peasant...
by PapaSmurfReloaded
April 13th, 2020, 2:18 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7139

Re: Kingdom Builder Mod

I published the alpha of a separate a sister project called Kingdom Builder Advanced (not a mod atm). Said add-on was what supposed KBM supposed to look like when I first imagined it before it took a turn for a simpler and more fun design, I''ll be using this topic for feedback of both add-ons.
by PapaSmurfReloaded
March 27th, 2020, 1:35 pm
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 59434

Re: A Random RPG Adventure

Made a couple of changes to some quests and events in ARRPGA AI map, improved crafting menus and added a new option in Blacksmith.
by PapaSmurfReloaded
March 27th, 2020, 2:36 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7139

Re: Kingdom Builder Mod

Is there any way to select what kind of keep/castle you build and randomize/specify the type of villages built, too? Not currently, while I believe it is possible, it would be a hassle to code the ability to choose an "architectural style" for each side. Something similar existed at some ...
by PapaSmurfReloaded
March 27th, 2020, 2:35 am
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 1418

Re: Wesmoba

Hi there! Played this map with a few friends. Is there any way the recruit list could be changed? As it is, it's a bit overpowered at early levels and once the relatively cheap upgrades to the hero stack up they become less of a hassle and more of a chore to keep recruiting. I believe there is an a...
by PapaSmurfReloaded
March 27th, 2020, 2:32 am
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 3264

Re: Season Changer Mod

My friends and I love this mod! Is there any way to randomize the number of turns for each season change, or exempt areas of the map from changing? -You can change how long seasons lasts (between 1 to 12 turns) before starting the game. It is probably possible to make them last a random amount of t...
by PapaSmurfReloaded
February 21st, 2020, 2:46 pm
Forum: Writers’ Forum
Topic: Are Dunefolk human?
Replies: 22
Views: 7153

Re: Are Dunefolk human?

Imperios wrote: December 27th, 2018, 7:55 pm Their vulnerabilities do not help either. Why are they all vulnerable to crushing damage?
Probably because the unit resistances are a matter of game balancing rather than a matter of realism.