Search found 1302 matches
- Today, 4:37 am
- Forum: Coder’s Corner
- Topic: New feature to allow for easier voice acting
- Replies: 20
- Views: 594
So, the hashing idea is basically that you want to be able to not duplicate the actual campaign logic in the voice pack add-on, right? I don't think there's any good solution to this, honestly, though I see you've already talked about some not-so-good solutions - a hash-based filename (but it'd be u...
- Today, 4:12 am
- Forum: Ideas
- Topic: [engine] Add filters for attack_ and defense_weight
- Replies: 6
- Views: 365
I reported it as #3923.
- Today, 4:09 am
- Forum: Lua Labs
- Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
- Replies: 3
- Views: 401
I'm guessing you're running into the fact that the gamestate-changing functions are removed from the ai table while running a candidate action evaluation function, as those functions are not supposed to change the gamestate. If you absolutely need to change the gamestate anyway during the evaluation...
- Today, 3:38 am
- Forum: WML Workshop
- Topic: How to end sound file playing (voice tag)
- Replies: 4
- Views: 230
The voice is a sound source , so you should be able to stop it as one. Try this workaround: [remove_sound_source] id=wml_message_speaker [/remove_sound_source It's still a bug though, so don't go closing the issue or anything. EDIT: Whoops, I just noticed you were using voice= in [story] , not in [m...
- February 11th, 2019, 3:07 am
- Forum: Multiplayer Development
- Topic: Dunefolk balancing rework ideas - discussion.
- Replies: 307
- Views: 19146
I'd definitely like to see even just a rough overview of the changes you're planning, not little number tweaks but any bigger changes. If I recall correctly, some new units were being worked on, and at least one unit line had the possibility of significant changes?
- January 26th, 2019, 3:03 am
- Forum: Ideas
- Topic: Building an alternative to ActionWML
- Replies: 45
- Views: 4506
This thread wasn't proposing anything like deprecating WML. It was only proposing deprecating the subset of WML used to define events in scenarios (ie ActionWML).
It's not just about minimal effort, though I guess that is a consideration. I just think your suggestions would make it less interesting. There's no reason to give the nagas gender dimorphism, and it's more interesting without it, so why change it? (In particular, if I'm not mistaken, a lack of gend...
Uh, don't you think it's possible that nagas simply don't have any gender dimorphism? Or at least, none noticeable enough to show up in a small sprite. So really, it's not a male base sprite, it's a unisex base sprite.
That makes sense, but I feel like seeing as there's clearly a gender divide in Saurian society, it would be logical for there to be different names in some way? It's true that it would be logical for a society with a gender divide to also have gender-specific names, but it's not like it's a given, ...