Search found 30 matches
- March 30th, 2018, 5:51 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
Unit database site (broken for some reason, works ingame though I encountered this error before, and fixed it by just fixing anything, never found the real cause for it. Some things you could try: - like ~add-ons, ~multiplayer could as well need a ~ - I noticed Mde Dev era is not in the list of war...
- March 24th, 2018, 9:48 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
Some people only edit the topical post i.e. the threadstarter. Some people only answer questions and give cursory information. Some people make a new post every time they update. Depends on whether you want to bump the thread for attention or not. I'd say edit the first post and update it; if you n...
- March 24th, 2018, 5:25 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
A full day's work up on the add-on server, v0.2.2: all Maasikian units of Saytara changed from chaotic to lawful, to fit the lore and overall tone of the faction a ton of descriptions added for Can-ned_Food to read added a leader-only unit to Saytara, Bondmaker added a USUI (see Weapon Specials/Abil...
- March 23rd, 2018, 9:33 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
the default human and mechanical race were replaced to fit the era I haven't looked at what you meant by that, but you do know that you can define a different [race] with the same displayed name, yes? If you defined a new [race] with same id= , then your new definition will not be used IIRC. Unless...
- March 23rd, 2018, 6:41 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
0.2.1 now live on the 1.13 server. Go check it out! Changelog: every attack now has an icon, even if it's blank some strings have been updated leader lists were slimmed down fixed interrupt event to stop constantly throwing errors racial cleansing *cough* I mean the default human and mechanical race...
- March 23rd, 2018, 4:46 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
Both section and [spoiler] can do that actually. [section=hello][/section] [spoiler=hello][/spoiler] Hovering over their respective button in the full editor will give a description and an example or two of how to use the tags. Thanks but let's not derail the thread here. Anyone can PM me if they w...
- March 23rd, 2018, 3:20 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
I'm just coming over from Stack Exchange, so I want to upvote and suggest edits here … You know that you can use [section=name]text[/section] rather than [spoiler]text[/spoiler] when you want to reduce the apparent length of your post. Both are initially hidden, but the Section has a name= attribut...
- March 22nd, 2018, 10:07 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Re: Moonday Era
I like the names well enough. Not much more I can say as yet. Don't forget to put the backstory and lore in Help pages so that we can read it in–game! Not every lvl2 needs to be on the leader= lists. Hey, didn't notice replies to this thread, so I'm sorry for replying late. The backstory will be do...
- March 9th, 2018, 11:38 pm
- Forum: Faction & Era Development
- Topic: Moonday Era
- Replies: 36
- Views: 18925
Moonday Era
Moonday Era an add-on on the 1.14 server [/i] Intro: Moonday Era is an ambitious era add-on aiming to bring original fantasy world concepts to a place where people can have active fun with them. In-universe, it is set on the habitable moon of Maasic where 9 factions with unique cultures, means of w...
- March 6th, 2018, 7:51 am
- Forum: Translations & Internationalization
- Topic: Searching for speakers of certain languages to help with an addon
- Replies: 0
- Views: 3154
Searching for speakers of certain languages to help with an addon
I wanted to add some flavour to my era so I decided every faction will use a different language of the world and I might even learn something new while creating my add-on. But Google Translator isn't the best source and I want the naming to be perfect in the specific language. Those are: Arabic (3 f...
- February 26th, 2018, 8:53 pm
- Forum: WML Workshop
- Topic: Recruited units gain object that adds a special to all their attacks
- Replies: 9
- Views: 2134
Re: Recruited units gain object that adds a special to all their attacks
About the third issue, you have got the [effect] part wrongly. There should not be nested [attack] tag, you have to use apply_to=attack. I have never used [object] inside [modify_unit] so I have no idea whether there is a problem. Did you try to insert the object without the [modify_unit] (that is ...
- February 26th, 2018, 5:28 pm
- Forum: WML Workshop
- Topic: Recruited units gain object that adds a special to all their attacks
- Replies: 9
- Views: 2134
Re: Recruited units gain object that adds a special to all their attacks
#define ABILITY_FERVOR [dummy] id=fervor aura name= _ "fervor aura" description= _ "lol" [/dummy] #enddef #define WEAPON_SPECIAL_LATENT_FERVOR [attacks] [filter_self] [filter_adjacent] ability=fervor aura [/filter_adjacent] [/filter_self] id=latent fervor name= _ "fervor&qu...
- February 26th, 2018, 10:55 am
- Forum: WML Workshop
- Topic: Recruited units gain object that adds a special to all their attacks
- Replies: 9
- Views: 2134
Re: Recruited units gain object that adds a special to all their attacks
Alright, thanks. Would you be able to help with my second point?James_The_Invisible wrote: ↑February 26th, 2018, 9:46 amIt should affect all matching attacks. If you want it to be applied to all attacks, you do not have to use any filter.doesn't it affect only the first attack it finds? I want it to apply to every attack of that unit.
- February 26th, 2018, 8:28 am
- Forum: WML Workshop
- Topic: Recruited units gain object that adds a special to all their attacks
- Replies: 9
- Views: 2134
Re: Recruited units gain object that adds a special to all their attacks
1. There is a [set_specials] tag in [effect] that does that. 2. For 1.12, You need to use two events. One event has name=recruit,recall and gives the object to $unit. It needs to go into every scenario, so make it a macro that you can include. It will take care of all recruited units and leaders to...
- February 25th, 2018, 10:15 am
- Forum: WML Workshop
- Topic: Recruited units gain object that adds a special to all their attacks
- Replies: 9
- Views: 2134
Recruited units gain object that adds a special to all their attacks
Basically I have created an 'attackspeed' leadership aura called fervor. The unit who has it adds 33% to number of attacks of units around. It works around a dummy ability and a weapon special that checks for it. This part works. However, I need every unit recruited in the game to be affectable by t...