Search found 200 matches

by Helmet
October 30th, 2020, 9:19 pm
Forum: WML Workshop
Topic: Scrolling a map between scenarios
Replies: 3
Views: 137

Scrolling a map between scenarios

This is the situation. The map for the second scenario is Map_2. Map_2 is 25x10 hexes. The map for the third scenario is Map_3. Map_3 is also 25x10 hexes. Map_3 is exactly due west of Map_2. The maps overlap by 5 hexes. The player's keep is located in those overlapping hexes. My playtester did not r...
by Helmet
October 30th, 2020, 7:33 pm
Forum: WML Workshop
Topic: Allowing a unit to pass through enemies (with [move_unit])
Replies: 12
Views: 401

Re: Allowing a unit to pass through enemies (with [move_unit])

Interesting idea. An alternative solution (that might be easier to code, I don't know) would be to have the attacking unit and the defending unit swap places. Furthermore, you might give the newly relocated attacking unit 1 bonus movement point, allowing them to move again -- assuming a hex is avail...
by Helmet
October 23rd, 2020, 3:10 pm
Forum: WML Workshop
Topic: How to specify a unit in debug
Replies: 5
Views: 146

Re: How to specify a unit in debug

Thank you! That was the problem. I thought "unit" meant something else, not literally the word "unit." Clearly I need to be more literal-minded.
by Helmet
October 23rd, 2020, 2:46 pm
Forum: WML Workshop
Topic: How to specify a unit in debug
Replies: 5
Views: 146

Re: How to specify a unit in debug

Straff wrote: October 23rd, 2020, 1:58 pm It should be the selected unit.
Thanks. I tried it again. I selected my leader, entered debug mode and typed hitpoints=100.

It didn't work. I got an error messge: "Unknown command hitpoints=100."

What am I doing wrong?
by Helmet
October 23rd, 2020, 1:49 pm
Forum: WML Workshop
Topic: How to specify a unit in debug
Replies: 5
Views: 146

How to specify a unit in debug

I've been using debug mode. I can inspect variables, advance to the next scenario, etc. But I don't know how to change the value of variables related to any specific unit. For example, the "help" text says :unit hitpoints=amount . How do I specify the unit? Evidently it's not the unit sele...
by Helmet
October 23rd, 2020, 1:02 pm
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 8
Views: 403

Re: Questions about [event] name=time over

I don't think using advancement cost to evaluate the unit score is wise. The cost of level 2 in known to be very roughly set. In my opinion, a lot of thought goes into the cost of level 2 units. I've noticed that in many updates to BfW, unit costs are scrutinized by the developers to make gameplay ...
by Helmet
October 22nd, 2020, 2:48 am
Forum: WML Workshop
Topic: Picking your own team color
Replies: 4
Views: 155

Re: Picking your own team color

I solved the problem. This was my main error: I was doing my tests with the new colors, but I was using the wrong id for those colors. For example, the id for Bright Red is not Bright Red or even bright red , Bright Red is brightred . I changed the value of color directly within the [option] tag. Fu...
by Helmet
October 22nd, 2020, 1:54 am
Forum: WML Workshop
Topic: Picking your own team color
Replies: 4
Views: 155

Re: Picking your own team color

I think the problem is the variable "color". I tried another method of making "color" accept the value of "my_color", but it didn't work either. [modify_side] [filter] side=1 [/filter] [set_variable] name=color to_variable=my_color [/set_variable] [/modify_side] EDIT: H...
by Helmet
October 22nd, 2020, 1:32 am
Forum: WML Workshop
Topic: Picking your own team color
Replies: 4
Views: 155

Re: Picking your own team color

That was actually the first or second thing I tried, and it didn't work. Thanks, though. I don't know why it doesn't work. It makes sense.

After all, this changes the color to blue.

Code: Select all

[modify_side]
    side=1
    color=blue
[/modify_side]
by Helmet
October 22nd, 2020, 1:16 am
Forum: WML Workshop
Topic: Picking your own team color
Replies: 4
Views: 155

Picking your own team color

I want the player to pick his own team color. In the "team-colors.cfg", the colors are listed. There are the usual colors: Red, Blue, Green, Purple, Black, Brown, Orange, White, and Teal. But there is also Light Red, Dark Red, Light Blue, Bright Green, Bright Orange, and Gold. I want the p...
by Helmet
October 22nd, 2020, 12:47 am
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 28
Views: 515

Re: Gaining XP whenever a unit is killed by plague

Oh. Thank you for clearing that up.
by Helmet
October 21st, 2020, 5:55 pm
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 28
Views: 515

Re: Gaining XP whenever a unit is killed by plague

I was trying to use the older syntax so the campaign would have backwards compatibility with 1.14, but if it doesn't work there anyway, then yeah, special_id="fungal plague(FungalZombie)" or special_tag=plague would be better choices. Thanks for doing that. Even though I'm coding for 1.15...
by Helmet
October 21st, 2020, 3:58 pm
Forum: Art Contributions
Topic: LordBob's random stuff : Nagas and more
Replies: 246
Views: 68614

Re: LordBob's random stuff : Nagas and more

...I would prefer for the evolved units to look like hardened veterans who have seen their fair share of actual battles. This is only my take on it though, so I can adjust later depending on the general consensus. Nice drawings. I like all the details. In my opinion, the best way to achieve a battl...
by Helmet
October 21st, 2020, 2:37 pm
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 28
Views: 515

Re: Gaining XP whenever a unit is killed by plague

The reason why all the other attempts weren't working is because special checks the tag name of the ability, which in this case is [plague] , rather than the id . There is a new feature to check the ID instead using special_id , but I'm not sure if it works in version 1.14. The special_id worked in...
by Helmet
October 21st, 2020, 1:59 pm
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 28
Views: 515

Re: Gaining XP whenever a unit is killed by plague

EDIT: It appears that the attack filters (in practice) don't work with the special's name after all! Wow, the code works. Thank you! It seems like filter_second acts like a mirror and reverses primary and secondary units. This is quite some misinterpretation… but I guess you've gotten it figured ou...