Search found 209 matches

by sparr
October 9th, 2006, 2:47 pm
Forum: Multiplayer Development
Topic: New [map] BBCode tag
Replies: 31
Views: 8193

8 tends to want to turn into a smiley when put next to many other characters. Use them at your own risk. I couldn't figure out how to disable smileys inside [map]s. Maybe if I make a second version of the script I will tackle that.
by sparr
October 6th, 2006, 3:59 pm
Forum: Ideas
Topic: RIPLIB solution, RIPLIB AMLA
Replies: 4
Views: 676

That is quite an interesting suggestion... But would you want it to be a permanent decision? What if you could elect to not change 'class' multiple times, aggregating more hp/damage/whatever for your basic unit type, and THEN on your Nth level up you could still pick to advance to a different type, ...
by sparr
October 3rd, 2006, 5:39 pm
Forum: Website
Topic: [map]mantainer?[/map]
Replies: 10
Views: 3118

I guess the hard part will be making an appropriate-looking hex image for it, since it seems the real images rely heavily on being larger than one hex.
by sparr
September 28th, 2006, 4:29 pm
Forum: Website
Topic: [map]mantainer?[/map]
Replies: 10
Views: 3118

I guess I am technically the maintainer. But it really wouldn't require my intervention. The only steps involved are adding two lines of code (in very obvious places) and putting the appropriate image with all the others.
by sparr
June 15th, 2006, 11:30 pm
Forum: Multiplayer Development
Topic: 200x200 super map
Replies: 32
Views: 5043

the map tag will take any size, and scale the hexes down to fit in a 720p wide window... but it will be ungodly slow in most browsers with a map this size. as was said before, please dont.
by sparr
May 30th, 2006, 11:10 pm
Forum: Art Contributions
Topic: Terrain graphics: transitions
Replies: 65
Views: 10568

I would suggest against making lava-specific transitions for the other terrains, and instead make generalized-terrain-type transitions for the lava. I think someone (and I nominate myself, when I get a chance to do it) should put together a guide to the terrain system aimed at artists. Not to teach ...
by sparr
May 29th, 2006, 9:08 pm
Forum: Ideas
Topic: Bridges - One Terrain Type and/or Corners
Replies: 21
Views: 3180

A note to map designers... Bendy bridges as shown in the first screenshot of this page are implemented as of 1.1.3. Try them out, use and abuse them. Have fun. I am still hoping to find an artist to help with more tiles to have ready for 1.1.4 or 1.2.
by sparr
May 29th, 2006, 9:01 pm
Forum: Art Contributions
Topic: About the hexagon tiles
Replies: 5
Views: 1391

There are many reasons for the precise shape of the tiles. These range from programming considerations, which is why the entire tile fits in a 72x72 box and why the left and right corners are two pixels tall, to art considerations, which is why we use 1/2 slopes instead of 30-degree angles.
by sparr
May 27th, 2006, 5:12 pm
Forum: Art Contributions
Topic: Terrain graphics: transitions
Replies: 65
Views: 10568

a general lava-over-wet-tiles transition with transparency is more useful, because it lets us overlay that tile on top of swamp, ford, shallow water, deep water, etc.
by sparr
May 26th, 2006, 12:29 pm
Forum: Strategies & Tips
Topic: Fighting in narrow areas
Replies: 2
Views: 1285

When fighting in caves, try to find a position such that a line of 4 or 5 of your units can engage just 3 of the enemy. This is possible where the cave narrows or turns.
by sparr
May 22nd, 2006, 8:10 pm
Forum: Strategies & Tips
Topic: A Siege of Elensefar Assignment
Replies: 6
Views: 1924

I am kicking myself for getting in a hurry and making a stupid mistake on the last turn... I got the undead leader down to 10hp and "of course" Konrad could defeat him with a 6-4 (40%)... Nope. Goodbye Konrad. This was with no level 2s other than Haldiel and Elrian, in 1.1.2. I am trying to get the ...
by sparr
May 22nd, 2006, 4:07 am
Forum: WML Workshop
Topic: Random map with 4 seasons,I have some problems on that...
Replies: 7
Views: 1674

[event] first_time_only=no name=new turn {SETVAR temp format $turn_number} {SETVAR temp add 2} {SETVAR temp multiply .25} {SETVAR temp multiply 4} {SETVAR temp add -2} [if] [variable] name=temp numerical_equals=$turn_number [/variable] [then] {LOWTIDE} [/then] [else] {SETVAR temp format $turn_numbe...
by sparr
May 20th, 2006, 10:07 pm
Forum: WML Workshop
Topic: Random map with 4 seasons,I have some problems on that...
Replies: 7
Views: 1674

The trick is to use <ick>MATH</ick>! :)

if turns-((turns/4)*4)==0 then do_stuff_every_fourth_turn

this works because the division gets rounded. ive got a map with tides (water moves in and out every 2-4 turns) that uses this, ill try to dig it up and post the WML.
by sparr
May 18th, 2006, 2:15 am
Forum: Ideas
Topic: Nasty idea: toxic terrain
Replies: 10
Views: 1528

If I was going to do this I would make a Toxic 'item' with a translucent graphic of a green gas rising, then place that item on all the relevant hexes and do all the other stuff in WML.
by sparr
May 18th, 2006, 12:09 am
Forum: Ideas
Topic: AI Wars.
Replies: 30
Views: 3676

Check out Lux, its a Java-based RISK clone with user-writable AIs, and the AIs play online and get ranked and such. A good system to emulate, imho.