Search found 15 matches
- June 22nd, 2009, 4:27 pm
- Forum: Ideas
- Topic: Reload cache
- Replies: 3
- Views: 1265
Re: Reload cache
It did not work when I tried it. Is it a 1.6.2 thing?
- May 27th, 2009, 6:02 pm
- Forum: Ideas
- Topic: Damage Calculation (always visible)
- Replies: 33
- Views: 7223
Re: Damage Calculation (always visible)
And since it's not automatic, again, it shouldn't hog resources more than the button, right? I don't know too much about how much more the CPU would be used, but even as it is, my computer does not handle floating text very well. Now you could say you should have the right cpu for the game, but if ...
- May 26th, 2009, 3:46 pm
- Forum: Ideas
- Topic: Damage Calculation (always visible)
- Replies: 33
- Views: 7223
Re: Damage Calculation (always visible)
I, for one, almost never use the damage calc button. Mostly because either I can figure it out in my head faster than reading the chart, or I don't really need the calculation. When your fighting an elvish Marksman against an Orcish Warlord, the obvious choice is the ranged attack. But there might s...
- May 9th, 2009, 1:46 am
- Forum: WML Workshop
- Topic: Increase the damage of all Attacks
- Replies: 4
- Views: 880
Re: Increase the damage of all Attacks
Thanks, now I can make it work.
- May 6th, 2009, 3:53 pm
- Forum: Ideas
- Topic: Special option for increasing the attack damage
- Replies: 3
- Views: 1258
Special option for increasing the attack damage
I think it would be nice to have an option to increase the damage of all attacks. Kinda like the "experience modifier" in the multi-player set up. The higher the bar the more damage each attack would inflict. This would allow games to move more quickly and more units be killed. And would n...
- May 5th, 2009, 1:54 am
- Forum: WML Workshop
- Topic: Increase the damage of all Attacks
- Replies: 4
- Views: 880
Re: Increase the damage of all Attacks
For some reason I can't apply the increase of damage to a unit even if I create a unit in a campaign and put the effect into its description. like this... [unit] name= _ "Hafel" id=Hafel unrenamable=yes type=Elvish Fighter side=1 x=26 y=14 [effect] apply_to=attack range=melee increase_dama...
- May 3rd, 2009, 7:29 pm
- Forum: WML Workshop
- Topic: Increase the damage of all Attacks
- Replies: 4
- Views: 880
Increase the damage of all Attacks
I need help to figure out how to double the damages of all units in a scenario or campaign. So far I've got [effect] apply_to=attack range=melee increase_damage=100% [/effect] [effect] apply_to=attack range=ranged increase_damage=100% [/effect] However, I don't know how to apply it to all the units ...
- April 14th, 2009, 11:44 pm
- Forum: Ideas
- Topic: Adding items to maps in the map editor
- Replies: 15
- Views: 4116
Re: Adding items to maps in the map editor
This is a great idea. It would also be nice to maybe be able to add another item like "holy water" or something like that. Then when ever you load the map (even in multi-player) there would still be the item.
Just a thought.
Just a thought.
- April 13th, 2009, 1:39 pm
- Forum: Ideas
- Topic: About the format of attacks ( damage-strikes )
- Replies: 57
- Views: 11879
Re: About the format of attacks ( damage-strikes )
After reading a lot of arguments, I think I am deciding for "7 x3". Inverse order seems more intuitive, but it's confusing for current (veteran or not) players. In the other hand, the change from "7-3" to "7 x3" it's easy for all current players, and easier to understa...
- April 11th, 2009, 8:58 pm
- Forum: Ideas
- Topic: About the format of attacks ( damage-strikes )
- Replies: 57
- Views: 11879
Re: About the format of attacks ( damage-strikes )
Another way of putting it could be 7(3x). Which would be translated, "Seven, three times." That would be the clearest of the choices for me to understand. And I also had a small amount of trouble understanding the notation 7-3 when I first started. Even though I played the tutorial and rea...
- April 7th, 2009, 11:38 pm
- Forum: Ideas
- Topic: A scenario creator gui
- Replies: 14
- Views: 2547
Re: A scenario creator gui
Where can I get together with people that are working on this or that do this sort of thing. Or, where could I get information about how to create or change the gui for the editor.
- April 7th, 2009, 7:59 pm
- Forum: Ideas
- Topic: A scenario creator gui
- Replies: 14
- Views: 2547
Re: A scenario creator gui
When I created my campaigns, I had to do all those hard steps like creating special maps and scenarios and then place them in the correct place and make a _main.cfg file... and to do all that I had to flip through several windows and it took a long time. Now granted, it is possible to make a campaig...
- April 7th, 2009, 7:12 pm
- Forum: Ideas
- Topic: A scenario creator gui
- Replies: 14
- Views: 2547
Re: A scenario creator gui
I was thinking that there could be a selection in the preferences menu about whether you wanted to do expert creating or just basic. If it were expert, then the text file could be shown on the bottom and you would be able to add more complex thinks like variables or changes to time-of-day. (the text...
- April 7th, 2009, 4:35 pm
- Forum: Ideas
- Topic: A scenario creator gui
- Replies: 14
- Views: 2547
Re: A scenario creator gui
I was thinking some thing that could even do "complex" programing. For instance: on the right of the map editor could be a drop-down menu that let you add anything from an event, to a variable, to the time of day, and even to the a side editor. Then it would take you through a wizard that ...
- April 6th, 2009, 10:42 pm
- Forum: Ideas
- Topic: A scenario creator gui
- Replies: 14
- Views: 2547
A scenario creator gui
I don't know if this has been brought up or not. I looked for a long time and couldn't find anything. :) Anyway, What if they had a gui attached to the map editor that allowed users to create a scenario. I think it could have an option to add an side, event, item, ... or add a unit here or there. Co...