Search found 758 matches
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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...
- May 13th, 2020, 12:49 pm
- Forum: Multiplayer Development
- Topic: Zombie Apocalypse RPG 1.6
- Replies: 231
- Views: 63291
- 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...
- 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.
- 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.
- 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 ...
- 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...
- 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...
- February 21st, 2020, 2:46 pm
- Forum: Writers’ Forum
- Topic: Are Dunefolk human?
- Replies: 22
- Views: 7153