Search found 32 matches
- July 18th, 2009, 8:32 am
- Forum: Strategies & Tips
- Topic: Slow vs. drain
- Replies: 20
- Views: 6416
Slow vs. drain
Most units with drain attacks can be really pesky, especially bats. Slowing attacks are useful against these: :arrow: Drain attacks heal the unit for half of the damage it deals; :arrow: Slow attacks half the movement points and attack strength of the other unit; :arrow: So this means the drained HP...
- July 5th, 2009, 8:48 am
- Forum: Faction & Era Development
- Topic: nobody5's unit pack
- Replies: 3
- Views: 1264
Re: nobody5's unit pack
OK, then, anyone who can please move it.
EDIT: I can't wait until it's moved, so I'm about to tell you now. Version 1.1 of my pack is released! I have included ANOTHER unit, so I think for a novice like me it's very good: 8 units + 2 variations of existing units.
EDIT: I can't wait until it's moved, so I'm about to tell you now. Version 1.1 of my pack is released! I have included ANOTHER unit, so I think for a novice like me it's very good: 8 units + 2 variations of existing units.
- July 3rd, 2009, 10:10 am
- Forum: Faction & Era Development
- Topic: nobody5's unit pack
- Replies: 3
- Views: 1264
nobody5's unit pack
Yep, that's me, nobody5! I'm soon going to make a new version of my unit pack. I opened this topic for ANY suggestions about my units. What I have made since I released the pack follows: 1) Fixed the animation of Knight (oh, believe me, what a relief) 2) Made wait ... 1,2,3,4 ... 4 new units And now...
- July 3rd, 2009, 9:55 am
- Forum: WML Workshop
- Topic: a battleship
- Replies: 23
- Views: 3853
Re: a battleship
Aaaaaah. Seems that this topic has wandered waaay out of what it was at the beginning. I think it needs to be LOCKED
.
I'll start a new topic about my pack.

I'll start a new topic about my pack.
- July 1st, 2009, 6:45 am
- Forum: WML Workshop
- Topic: how can I make names for a specific unit type?
- Replies: 16
- Views: 3046
Re: how can I make names for a specific unit type?

- June 25th, 2009, 9:46 am
- Forum: WML Workshop
- Topic: how can I make names for a specific unit type?
- Replies: 16
- Views: 3046
Re: how can I make names for a specific unit type?
Nay, it has to be Horseman, otherwise nothing happens, except when a Knight advances. And who wants to bother with adding a advancing event for Knight, it already gets 'Sir' when it's recruited, so I'll get 'Sir Sir Bob'!
- June 25th, 2009, 8:53 am
- Forum: WML Workshop
- Topic: how can I make names for a specific unit type?
- Replies: 16
- Views: 3046
Re: how can I make names for a specific unit type?
Now it works, but it happens only the first time! I want it to happen always! The code: [event] name=advance first_time_only=yes [filter] type=Horseman [/filter] {VARIABLE unit.name "Sir $unit.name"} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/event] Help meeeeeee!!!
- June 25th, 2009, 8:23 am
- Forum: WML Workshop
- Topic: how can I make names for a specific unit type?
- Replies: 16
- Views: 3046
Re: how can I make names for a specific unit type?
You know, that post_advance event doesn't work. Why? It's totally logical: [event] name=post_advance first_time_only=no [filter] type=Horseman [/filter] {VARIABLE unit.name "Sir $unit.name"} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/event] This would trigger when a hors...
- June 24th, 2009, 7:36 am
- Forum: WML Workshop
- Topic: a weapon special
- Replies: 10
- Views: 2048
Re: a weapon special
Help me. I've found many thing that can help, but I have a problem the top-level tag for the special. If I make a new one, it won't do anything. [plague] is closest, but works only when the unit dies, not when it's hit. However, I will try.
- June 23rd, 2009, 5:27 pm
- Forum: WML Workshop
- Topic: a weapon special
- Replies: 10
- Views: 2048
Re: a weapon special
Okay, attacker_hits, defender_hits, that's good, but how do I check is the unit attacker or defender? Also, I want to turn the unit into a different unit regardless of the time when combat occurred, but what time it's currently. It seems hard... What I'm actually up to is to make a unit I made, a we...
- June 23rd, 2009, 4:07 pm
- Forum: WML Workshop
- Topic: a weapon special
- Replies: 10
- Views: 2048
a weapon special
I want to make a weapon special that turns the attacked unit into a different unit when it's night, and changes the side to the side of the attacker. How can I do this?
- June 23rd, 2009, 12:43 pm
- Forum: WML Workshop
- Topic: a battleship
- Replies: 23
- Views: 3853
Re: a battleship
Thanks! I'm making more units now... I will make another version soon. I have a total of 53 downloads 31 hrs after publishing. That's 1.7 downloads per hour. EDIT: If ANYBODY has some suggestions about my units, please post them here. I was thinking, and decided to, among adding new units, change th...
- June 22nd, 2009, 6:48 pm
- Forum: Faction & Era Development
- Topic: The Era of Myths 5.19.0
- Replies: 1309
- Views: 470179
Re: The Era of Myths e7: need feedback on Devling playstyle
I published the add-on. If you like to see it, search for:
Nobody5's Unit Pack
on the server.
Again, thanks for the graphics (I wrote a 'copying' file in which I mentioned the graphics borrowing).
--nobody5
Nobody5's Unit Pack
on the server.
Again, thanks for the graphics (I wrote a 'copying' file in which I mentioned the graphics borrowing).
--nobody5
- June 22nd, 2009, 6:29 pm
- Forum: WML Workshop
- Topic: a battleship
- Replies: 23
- Views: 3853
Re: a battleship
I did it!!! You can now find my unit pack on the server. Look for 'Nobody5UnitPack'. I'm so happy. I'll try to download it. By the way, thanks for the link, Lord Ork! If you want to 'borrow' some ideas here it is. P.S. I thanked the makers of Era of Myths for the unit graphics (look in COPYING) on t...
- June 22nd, 2009, 10:46 am
- Forum: WML Workshop
- Topic: how can I change the recruit list depending on castle type
- Replies: 12
- Views: 3219
Re: how can I change the recruit list depending on castle type
I think I have a solution for it: [store_unit] [filter] type=Merman Hunter [/filter] variable=what_ever_variable kill=yes [/store_unit] [store_locations] [filter] [filter_locations] terrain=Chw,Chs [/filter_locations] radius=1 #<-- A small castle, hexagon shaped [/filter] variable=another_variable t...