Search found 219 matches
- March 12th, 2017, 12:24 pm
- Forum: Multiplayer Development
- Topic: Proper Flying Mod
- Replies: 8
- Views: 4114
Re: Proper Flying Mod
Maybe the submerged troop swims to the top of the deep water and is watched as it descends again. Actually, that's an question: why can't merfolk be able to perceive submerged troops? As for the flying, I think it would work better if the flier had superposition — i.e. a second map overtop the one w...
- March 5th, 2017, 2:33 am
- Forum: Off-Topic
- Topic: Moronic writers
- Replies: 2
- Views: 2197
Moronic writers
Does this bother anyone else? I was just recently watching an episode of the twelfth Doctor's adventures — the one where they discover the 3W corporation's work with the dead. One line really stuck in my craw: where Dr Chang tells the Doctor and Clara that the idea of the dead continuing to be consc...
- March 2nd, 2017, 11:00 pm
- Forum: Multiplayer Development
- Topic: [SOLVED] Troubleshooting: Side instantiating as defeated
- Replies: 2
- Views: 1043
Re: Troubleshooting: Side instantiating as defeated
Ah, thanks for the swift reply. I'd never used the Concede myself, and so I didn't know how it worked. I'd bet decent money that's what was happening.
And yes, I did accidentally mix PYR and PYA.
Cheers and Thanks
And yes, I did accidentally mix PYR and PYA.
Cheers and Thanks
- March 2nd, 2017, 9:14 pm
- Forum: Multiplayer Development
- Topic: [SOLVED] Troubleshooting: Side instantiating as defeated
- Replies: 2
- Views: 1043
[SOLVED] Troubleshooting: Side instantiating as defeated
I've played two sessions with this set of mods: Dismissal_Mod 1.0.0 Unitmarker Paulomats_flag_mod 1.4.0 Color_Modification Rav_Color_Mod 1.1.1a XP_Modification Rav_XP_Mod 2.1.1 Concede_Defeat concede_defeat 1.0.0 ChooseYourFlag mod_ChooseYourFlag 0.2.1 PYR_No_Preperation_Turn plan_your_advancements ...
- March 2nd, 2017, 5:53 pm
- Forum: Ideas
- Topic: Limiting defensive combat through attack number
- Replies: 6
- Views: 3595
Re: Limiting defensive combat through attack number
Well, to resurrect a 2 year topic — has anyone done this? I ask because I will, if not. BTW, my 2¢ regarding “core” and non-core: There is less difference than it seems people tend to think. Anyways, the real gains by using WML are the same as from implementing anything through a more flexible and c...
- February 28th, 2017, 11:46 am
- Forum: Multiplayer Development
- Topic: Galactic Empires (MP Sci-fi Scenario)
- Replies: 454
- Views: 130235
Glitch with Galactic Empires 2.9.4
I don't know how many people noticed this, but there is a conflict with a few of the terrain definitions. The small glitch makes it so that Mm^Xm is unavailable on the standard map editor palette. This change will repair that. Apply this patch to Galactic_Empires/terrain/terrain.cfg 81c81 < id=cloud...
- February 27th, 2017, 9:50 am
- Forum: Writers’ Forum
- Topic: Proposed Race Description For Wose
- Replies: 37
- Views: 18237
Re: Proposed Race Description For Wose
Hmm. I'd read that an Orcnèas was an undead monster similar to a ghoul, and ideally what people ought to be using when they nowadays prefer the less applicable Zombie (which was never undead in the same way as that it needed previously slain corpse). That's why Tolkien used the word, because althoug...
- February 25th, 2017, 7:28 am
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 10698
Wat's Mods and modularity
I would recommend that you split these apart to separated add–ons. That would make it easier for people to download the ones they want and to see which were affected by updates. But, moreso, because some of your mods might be redundant with other mods that they already have or prefer for some reason...
- February 22nd, 2017, 4:52 am
- Forum: Writers’ Forum
- Topic: Proposed Race Description For Wose
- Replies: 37
- Views: 18237
Re: Proposed Race Description For Wose
LotR is not yet public domain, and it's very important to not get sued. Orcs, dwarves, elves, and trolls already existed and were named long before Tolkien came along, but (AFAIK) his estate holds claims to "ent" as used to describe a tree-like being. Orcs were never mentioned prior to To...
- January 13th, 2017, 10:15 pm
- Forum: Ideas
- Topic: [MOD] Luck
- Replies: 10
- Views: 3548
Re: The Gnat's Defensive Stances mod
It will probably be quite some time until mod_luck is ready, so don't let it prevent you from completing yours. Eventually maybe you will consider simplifying yours so as to accomodate what is done by mod_luck. From what you describe, it seems like the two of them will differ by quite a margin: Your...
- December 30th, 2016, 1:31 am
- Forum: Ideas
- Topic: [MOD] Luck
- Replies: 10
- Views: 3548
Re: [MOD] Luck — release date unknown
I am editing my other post to clarify this. Sorry! I haven't begun it yet; i am formulating a plan–of–attack for review and criticism.The_Gnat wrote:I will try it out and post feedback later!
- December 28th, 2016, 4:37 am
- Forum: Ideas
- Topic: [MOD] Luck
- Replies: 10
- Views: 3548
Re: [MOD] Luck
Alas, I don't think that is possible with Wesnoth, Gnat. Anyway, here's what we have. Each [attack] has two probabilistic values, accuracy= and parry= . Terrain also can be used for [defense] definitions. For any of those, you can do a few things: changes damage amount changes barrage quantity chang...
- December 27th, 2016, 2:06 am
- Forum: Art Workshop
- Topic: Lovecraft's Deep Ones (New here)
- Replies: 112
- Views: 26773
Re: Lovecraft's Deep Ones (New here)
So far as the Deep Ones are concerned, and the humanoid half-breeds in Innsmouth, they were always described as slow and lumbering on land. When they fully matured to become Deep Ones, they rarely visited the land world save during the damp nights IIRC. So, it makes sense to me. Anyway, if you were ...
- December 21st, 2016, 2:58 am
- Forum: Art Workshop
- Topic: Lovecraft's Deep Ones (New here)
- Replies: 112
- Views: 26773
Re: Lovecraft's Deep Ones (New here)
I just stumbled in here, might as well leave a few comments. :) Maybe "Lovecraft" is not open source? That might be why we are not having Tolkiens orcs but Wesnothian orcs. Has anyone looked into that? Would some names have to be changed? Depends on whether you are refering to the broader...
- December 21st, 2016, 12:41 am
- Forum: Ideas
- Topic: [MOD] Luck
- Replies: 10
- Views: 3548
[MOD] Luck
There are several different Mods which provide variations to the factors of Accuracy, Defense, Parry, and the way they are used in damage computations. It would be beneficial to combobulate these in such a way that they worked together efficiently. I'd like to develop a few modules of library code t...