Search found 20 matches
- January 13th, 2014, 2:29 am
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: Vold's map collection - Feedback
There is no real change to the balance of the map, because the ^Tshy terrain code was linked to an embellishment that I added (Trash()); so removing it from the map only fixes the problem without any consequence; altho rats ain't gonna like it but that's life. 
Updated the addon. Thanks again!

Updated the addon. Thanks again!

- January 12th, 2014, 3:21 pm
- Forum: WML Workshop
- Topic: Portals - AI
- Replies: 7
- Views: 1963
Re: Portals - AI
I replaced the teleporters for tunnels, the AI uses them. Thanks! 

- January 12th, 2014, 2:44 pm
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
I removed the trash from the sand hexes, lets hope that it solves that issue.
- January 11th, 2014, 3:48 pm
- Forum: WML Workshop
- Topic: Portals - AI
- Replies: 7
- Views: 1963
Re: Portals - AI
Alright, thanks.
I'll check if the tunnels do the work, otherwise I'll see what I can do with the second option.
I'll check if the tunnels do the work, otherwise I'll see what I can do with the second option.
- January 11th, 2014, 6:51 am
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
It is already in the addon's server (Vold's Map Collection) :P ; altho maybe the problem is that I am using v 1.11.8 (not sure). About the portals, I managed to create a way to control the portals; it works like this. If a unit of any side steps on certain hex (which is located inbetween the central...
- January 11th, 2014, 1:25 am
- Forum: WML Workshop
- Topic: Portals - AI
- Replies: 7
- Views: 1963
Portals - AI
When the AI evaluates the terrain does it take in consideration the teleportation spots as well; from what I have seen, it doesn't. So, the question is, is there a way to tell the AI to use them?. 

- January 11th, 2014, 12:37 am
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
I've played the last map with a friend a few times and I've enjoyed it a lot, although, there is something bothering us about the portals, since they are usable by both factions, if a skirmish or fast unit manages to enter into the portal at the edge of the other player, they can start jumping from ...
- January 10th, 2014, 1:02 am
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
Thanks for taking the time to post those suggestions.
The new version should cover all the issues (the portals now work 24/7, from the center to the edges and contrariwise, the units spawn at the side of the crater when teleporting).
IMAGE DELETED

The new version should cover all the issues (the portals now work 24/7, from the center to the edges and contrariwise, the units spawn at the side of the crater when teleporting).
IMAGE DELETED
- January 8th, 2014, 7:28 pm
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
Thanks for the suggestions again! edit: [Old pictures removed] Doesn't look much like a desert but this should cover both suggestions. Not sure if I put too many mushrooms tho. :P I linked the craters using a a few nested event that lasts for 5 turns that contains {TELEPORT_TILE Old_X OLD_Y NEW_X NE...
- January 8th, 2014, 5:36 pm
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
After a while trying to rebalance The Coves and Frozen Cave; I decided to delete them and start a 2p 1v1 and 3p FFA maps from scratch. Today I finished the first version of 1v1 map called The Sand Sea, so I'd like to hear some suggestions about balancing it, I hope that I dont have to start this one...
- January 5th, 2014, 9:07 pm
- Forum: WML Workshop
- Topic: Remove Shroud - Issue
- Replies: 6
- Views: 1534
Re: Remove Shroud - Issue
radius=2 is what I needed. :p
- January 5th, 2014, 8:21 pm
- Forum: WML Workshop
- Topic: Remove Shroud - Issue
- Replies: 6
- Views: 1534
Re: Remove Shroud - Issue
Awesome; I was adding the surrounding hexes one by one. 

- January 5th, 2014, 8:01 pm
- Forum: WML Workshop
- Topic: Remove Shroud - Issue
- Replies: 6
- Views: 1534
Re: Remove Shroud - Issue
Thanks! 

- January 5th, 2014, 7:17 pm
- Forum: Multiplayer Development
- Topic: Vold's map collection - Feedback
- Replies: 25
- Views: 5521
Re: MP Maps - Balance Suggestions.
Thanks for the suggestions; I added the lava terrain because I wanted to give the drakes some advantage in the center, because I also added forest, hills and mountains, although, it was probably too much; I modified it for some sand. Also, I liked the teleport idea; and I applied it to the outer wat...
- January 5th, 2014, 7:11 pm
- Forum: WML Workshop
- Topic: Remove Shroud - Issue
- Replies: 6
- Views: 1534
Remove Shroud - Issue
Hello Guys, I have been trying to remove the shroud from different locations of my map for hours and I finally gave up. [event] name=prestart [remove_shroud] [filter_location] x=21,25,1,45,21,25 y=1,1,23,23,45,45 [/filter_location] side=1,2,3,4 [/remove_shroud] [/event] It removes all the shroud; an...