Search found 510 matches
- May 10th, 2007, 4:46 am
- Forum: Users’ Forum
- Topic: AMLA Brainstorming Thread
- Replies: 108
- Views: 22389
I ask the same question recently in the WML Workshop forum.
Technically AMLAs can't add abilities (yet) but you can have events triggered by AMLAs which do add abilities, fairly easily in 1.3.2. It works, although it doesn't show up nice and neat in the AMLA dialog.
Technically AMLAs can't add abilities (yet) but you can have events triggered by AMLAs which do add abilities, fairly easily in 1.3.2. It works, although it doesn't show up nice and neat in the AMLA dialog.
- May 9th, 2007, 12:30 am
- Forum: Art Workshop
- Topic: Portraits for Northern Rebirth
- Replies: 243
- Views: 64179
- May 8th, 2007, 7:40 am
- Forum: Mainline Campaign Development
- Topic: Descent into Darkness
- Replies: 220
- Views: 97828
Hi, I just finished the latest version of this on medium difficulty and thought it was pretty good. It's long enough to enjoy leveling up some troops without being so long it takes forever to get through, and the storyline is well done (if a bit predictable). Fortunately it wasn't overdone, at least...
- May 7th, 2007, 10:16 pm
- Forum: Users’ Forum
- Topic: AMLA Brainstorming Thread
- Replies: 108
- Views: 22389
Interesting thread. I've been fooling around the past week or so building an AMLA-driven RPG-style arena scenario and I know other people have worked with AMLA options in custom campaigns but that's not exactly the same thing. I'd be curious to know if there were any current plans to expand the AMLA...
- May 3rd, 2007, 5:56 pm
- Forum: WML Workshop
- Topic: Adding new abilities through AMLA [effect]s?
- Replies: 8
- Views: 2260
I don't quite understand what you are doing here. AMLA options that are available are based upon the unit type. If you level up/change type or variation, you will lose all the AMLA options that were associated with the unleveled type and get the AMLA options of the new type. Here's a simplified ver...
- May 3rd, 2007, 12:18 am
- Forum: WML Workshop
- Topic: Adding new abilities through AMLA [effect]s?
- Replies: 8
- Views: 2260
Alright, now this is a bit odd. I figured some abilities were better than none (and using a couple of upgradeable variations appealed to me for other reasons too), so I started using [variation]s to define a couple of branching, mutually exclusive upgrade paths. Each [variation] has its own [advance...
- May 2nd, 2007, 6:16 pm
- Forum: WML Workshop
- Topic: Adding new abilities through AMLA [effect]s?
- Replies: 8
- Views: 2260
- May 2nd, 2007, 4:23 pm
- Forum: WML Workshop
- Topic: Adding new abilities through AMLA [effect]s?
- Replies: 8
- Views: 2260
Adding new abilities through AMLA [effect]s?
Hi. I was just wondering, is there a sane workaround for giving a unit new abilities (not just weapon specials) through [effect] tags, such as from AMLA, that will allow for multiple stacking abilities to be added? Using variations seems to work for just adding single abilities (or a predefined set ...
- March 10th, 2007, 7:56 am
- Forum: Faction & Era Development
- Topic: Steampunk era?
- Replies: 10
- Views: 3574
the point behind the the flame trooper suggestion is that the flame troopers could be really tough sharpshooting melee attacking unit. I think it would fit better the idea of the flame thrower (pretty good at attacking entreched enemies). This way the unit could really be tough, rather than weak. I...
- March 8th, 2007, 5:05 am
- Forum: Faction & Era Development
- Topic: Steampunk era?
- Replies: 10
- Views: 3574
Besides that, I think the human faction is missing some kind of naval unit? Like a steamboat of sorts? Maybe I just missed it in your unit list, if so I apologize. Humans do have a flying unit, which fills the necessity of having a unit that can cross water. All mainline factions have either water ...
- March 5th, 2007, 10:15 pm
- Forum: Faction & Era Development
- Topic: Steampunk era?
- Replies: 10
- Views: 3574
Re: Steampunk era?
I agree that the Elves should focus on stealth and guerilla warfare, but wouldn't it be a more interesting era if the other factions were not capable of replicating the effects of magic? I think that the Elves here should be unique enough without needing a total monopoly on magical effects. They wi...
- March 5th, 2007, 12:28 am
- Forum: Faction & Era Development
- Topic: Steampunk era?
- Replies: 10
- Views: 3574
Steampunk era?
I know there have been some individual steampunk-type units made here and there (clockwork dwarves, etc.) but has anyone ever seriously thought about doing a full-fledged steampunk themed era? I've been thinking about this lately and mean to give it a try; I've started work on drawing a couple units...
- March 4th, 2007, 11:28 pm
- Forum: Art Workshop
- Topic: First try: a (vaguely) steampunk type unit
- Replies: 5
- Views: 3358
Putting the shadow off-center was partly to help give the illusion of height. It does look rather silly in game, though, so I fixed it up a bit. The shadow still isn't quite right but I figure that can wait until I have the rest of the details of the plane finalized (still don't have the weapons on,...
- March 3rd, 2007, 3:57 pm
- Forum: Art Workshop
- Topic: First try: a (vaguely) steampunk type unit
- Replies: 5
- Views: 3358
First try: a (vaguely) steampunk type unit
I say "vaguely" because, while this guy is intended to go in a mainly steampunk-oriented set of units, it's not quite typical steampunk tech. This guy would probably be an upper-level unit; its lower-level counterpart would need a much more primitive, rickety-looking plane. Anyhow, I figur...
- March 3rd, 2007, 5:29 am
- Forum: WML Workshop
- Topic: Selective abilities and skirmish
- Replies: 1
- Views: 1014
Selective abilities and skirmish
Hi! I'm rather new to Wesnoth but I have a habit of compulsively modding anything I can get my hands on, so I've been fiddling with WML a bit. I've had some small early successes, but now I'm stumped trying to implement an idea I thought up. The idea is basically to create a conditional skirmish typ...