Search found 55 matches
- March 12th, 2017, 12:54 pm
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14906
Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
hi, so, i noticed that when using the Zombies Mod, the killed units become the same type as the killer, not the original. i am not sure this is the intended behavior. this is caused by the fact that you use 'second_unit' for type/gender. This is intended for a gameplay reason. Some types like Drake...
- March 8th, 2017, 10:59 pm
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14906
Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
I was rejecting it, even as an option, because I thought it would limit possible units a player can take. It had a few problems: - Some players of this era have their favorite combos. This kind of limitation would remove chance of getting them from some players and make it easier to rely on them for...
- March 8th, 2017, 1:03 pm
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14906
Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Thanks for replies! although it might be complicated, could you make Blind Faction Picker/Patchwork era modifications that are compatible with any era? It seems impossible to me at this moment. I couldn't find a WML command to get playing era's settings. Can the option for maximum rerolls be added, ...
- March 7th, 2017, 11:26 am
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14906
Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
It kind of seems that some units appear more frequently than others, am I imagining this? Thanks for the reply! As I check the in-game variables, the recruit candidates are stored in one array and picked randomly. So recruits should be chosen equally. On the other hand, Red/White Magi appear twice ...
- February 25th, 2017, 8:29 am
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14906
Re: Wat's Mods and modularity
I would recommend that you split these apart to separated add–ons. ... Thanks for the reply! I have been away from Wesnoth very long, and probably I'm not re-uploading them very soon. However, when I get another opportunity (maybe some time after the next Stable release), I'll make sure I upload my...
- July 26th, 2016, 3:28 am
- Forum: Users’ Forum
- Topic: Q about ranged attacks, and a Q about The Game
- Replies: 29
- Views: 8334
Re: Q about ranged attacks, and a Q about The Game
Multi-tile-long ranged attacks are removed seemingly because "it would be very difficult to protect units from dying" . I haven't tried old versions which had these attacks, so I actually have no idea how difficult it was to protect units from projectiles. I suppose it's still possible to ...
- August 17th, 2015, 3:44 am
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14906
Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
I love these mods,but damage and accuracy mod only works on the vanilla eras :/ I use that mod to reduce the luck factor which is present in pretty much any era. Is there a way to make it usable in any era? Thanks for the reply! I limited the use of Dmg&Acc Mod to the defaults (and Patchwork/Bl...
- July 25th, 2015, 1:57 am
- Forum: Ideas
- Topic: [engine] MP Save Per Player
- Replies: 4
- Views: 2068
Re: [engine] MP Save Per Player
Thanks for the replies! I didn't expect that many replies.
[set_global_variable] and [get_global_variable] seem to work. Their wiki page says they allow to let multiple related campaigns communicate with each other, and can be used in MP scenarios.
[set_global_variable] and [get_global_variable] seem to work. Their wiki page says they allow to let multiple related campaigns communicate with each other, and can be used in MP scenarios.
- July 24th, 2015, 6:16 pm
- Forum: Ideas
- Topic: [engine] MP Save Per Player
- Replies: 4
- Views: 2068
[engine] MP Save Per Player
Hello. I'm coding some WML for MP modifications, and I found it could be useful if WML can split save-data for each players to put together later. It's hard to explain, so I use examples. Do you play Tabletop RPGs? Sadly, I don't, but I know a little about how it works; each player brings his/her &q...
- July 24th, 2015, 3:26 pm
- Forum: Multiplayer Development
- Topic: Can we get matchmaking?
- Replies: 9
- Views: 3616
Re: Can we get matchmaking?
According to this page, FPI [acronym=Add a scoring/ranking system to online multiplayer]13[/acronym] and 31 seem to be against your idea for some reason. But these won't stop you from building/using a rating system. I think some people use a website called "Ladder".
- July 18th, 2015, 4:12 pm
- Forum: WML Workshop
- Topic: [SOLVED] Icons/Images in the Middle of Messages/etc?
- Replies: 3
- Views: 1156
Re: Icons/Images in the Middle of Messages/etc?
I think you can use some codes in gtfgtf's "Pick Your Recruits, No Preparation Turn." Mod, it has a nice user interface. Ah, thanks. I found it, and achieving my goal is now possible at all. This looks hard to code, but I'll try. (EDIT) You can also use ImagePathFunctionWML to combine mul...
- July 18th, 2015, 3:16 pm
- Forum: WML Workshop
- Topic: [SOLVED] Icons/Images in the Middle of Messages/etc?
- Replies: 3
- Views: 1156
[SOLVED] Icons/Images in the Middle of Messages/etc?
Hello. I'm rewriting some codes of my eras to make them play better. Now I'm looking a way to use images more freely in the [message] or [option] tags. As far as I know, {MENU_IMG_TXT (icon) (text)} allows to put one icon (usually a unit's sprite) at the beginning of the message (often inside [optio...
- July 16th, 2015, 12:12 pm
- Forum: Users’ Forum
- Topic: Campaigns order
- Replies: 10
- Views: 4026
Re: Campaigns order
It would be nice if your actions in one campaign affected the next, so that recurring characters have the same stats, etc. The tutorial ought to lead into HttT in my opinion. I'm against doing that in mainline campaigns because this would make each campaign less separate. Also, most of recurring ch...
- July 15th, 2015, 3:51 pm
- Forum: Translations & Internationalization
- Topic: Japanese translation
- Replies: 8
- Views: 6063
Re: Maintainer of my language is not active
You're welcome! I'm not a member of official (core or Japanese) translators/developers, so I'm not sure that things I suggested would work. I just wanted someone to update the translation, and decided to try to help you. If iwaim is active, contact with Ivanovic is not a must - I suggested that beca...
- July 11th, 2015, 3:33 pm
- Forum: Translations & Internationalization
- Topic: Japanese translation
- Replies: 8
- Views: 6063
Re: Maintainer of my language is not active
I don't think myself a good translator, but if I can help your work... Assuming you're translating the mainline contents, - For anyone who wonder: according to the changelogs, Japanese translation is not updated since 1.11.8, which was released January 2014. - According to this page's "Translat...