Search found 46 matches

by tommy2teeth
May 30th, 2016, 9:51 pm
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Re: Random turn

With the above mod I made an event where a monster will appear at a random turn; problem is he just sits there. I'm trying it on a random map with 6 teams. Is there a way to get the monster (using a random map) to move around the board and attack. If I put monster on team 7 he works, but the problem...
by tommy2teeth
May 8th, 2016, 1:19 pm
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 5478

Re: [1.13+] Oten's Mods

The only mod that does not work correctly on 1.12 is the Commerce Guild; I am unable to right click on my leader to send villages or gold. However, the interest part of the mod does work (not bad considering you did not make the mods for 1.12). I have no idea what Diplomacy Mod is and would like to ...
by tommy2teeth
April 21st, 2016, 2:58 pm
Forum: Ideas
Topic: MP Modification Ideas - the Thread
Replies: 9
Views: 4055

Re: MP Modification Ideas - the Thread

I like Dynamic Unit Cost and Revolt a lot. I hope they become a reality one day. I loved games like Nobunaga's Ambition when I was growing up, they used to have revolts all the time in that game. I keep trying to think of a way to do an alliance mod. I was thinking you could offer an ai team an alli...
by tommy2teeth
April 10th, 2016, 4:00 pm
Forum: Art Workshop
Topic: Heromachine
Replies: 10
Views: 6831

Re: Heromachine

On the subject of portraits, is there a way to make the team color show up in the profile picture?
by tommy2teeth
April 9th, 2016, 9:14 pm
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Re: Random turn

I just copied and pasted and kept switching the turn number but the code is rather long [event] name=turn 3 first_time_only=yes <random event> [/event] [event] name=turn 6 first_time_only=yes <random event> [/event] #and so on Is there a code for having events happen at set turns such as.... [event]...
by tommy2teeth
March 11th, 2016, 9:19 pm
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Re: Random turn

I would like to ask someone to test this mod for me. I have not noticed any errors yet, but a fresh set of eyes and feedback couldn't hurt. The mod is set up for a free for all 6 player game. Events happen to a random side on turns 4-30 (ie, Alien abduction to a random side on turn 30). Turns 1,2,3,...
by tommy2teeth
March 10th, 2016, 7:04 pm
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Re: Random turn

It doesn't make the noise exactly as it hits a unit, but I repeated the sound and shortened the sound to 2 seconds, it's passable. Any chance you know how to make lightning bolts from the sky hit each unit?
by tommy2teeth
March 6th, 2016, 5:42 pm
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Re: Random turn

Is it possible to add sound into [harm_unit] animate=yes. I want to add a lightning.ogg sound every time a unit is harmed. I tried to add sound= but nothing happened. My guess is that the animate=yes might be my problem because it plays the units defense anim and sound. Is there a workaround for thi...
by tommy2teeth
March 6th, 2016, 12:25 am
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Re: Random turn

OK, I probably misunderstood. I tried this and nothing fired. #ifdef MULTIPLAYER [modification] id=Random Occurences name=_"Random Occurences" description=_"Random events will affect units." [event] name=$turn_random first_time_only=no [event] name=turn_$random first_time_only=no...
by tommy2teeth
March 5th, 2016, 4:04 am
Forum: WML Workshop
Topic: Random turn
Replies: 16
Views: 4298

Random turn

I made a mod that selects a side randomly and applies an event to it( ie. poison, heal, petrify)depending on the turn. I was wondering if it was possible for an event to fire randomly so I never knew which event was going to happen at the beginning of the turn. Here is the code I made. #ifdef MULTIP...
by tommy2teeth
March 2nd, 2016, 1:19 am
Forum: WML Workshop
Topic: Alternative victory conditions in mp
Replies: 18
Views: 4499

Re: Alternative victory conditions in mp

When I start the game the first side wins after the first move. What did I do wrong. Also, how do you write percent into code, I could not find it in wml reference. And thank you for all the help, everyone. #ifdef MULTIPLAYER [modification] id=Economic Victory_II name=_"Economic Victory II"...
by tommy2teeth
March 1st, 2016, 11:44 pm
Forum: Art Workshop
Topic: Heromachine
Replies: 10
Views: 6831

Re: Heromachine

I agree with you Gyra, some factions are "kind of poorly-thought out and fairly ugly (not that I could do any better)." Some of those factions in the ME era are so unique, like the Emperors Guard, Infernai, Highlanders, and Tribe, that I still use them despite their looks (though I have ed...
by tommy2teeth
March 1st, 2016, 11:28 pm
Forum: WML Workshop
Topic: Alternative victory conditions in mp
Replies: 18
Views: 4499

Re: Alternative victory conditions in mp

Is % a macro?
by tommy2teeth
March 1st, 2016, 5:52 pm
Forum: WML Workshop
Topic: Alternative victory conditions in mp
Replies: 18
Views: 4499

Re: Alternative victory conditions in mp

The first code runs perfectly, but it is limited to the amount I set it to (300 in this case) and only to economic victory (which is fine for now). #ifdef MULTIPLAYER [modification] id=Economic Victory name=_"Economic Victory" description=_"Get to set amount of gold and you can win th...
by tommy2teeth
February 25th, 2016, 4:25 pm
Forum: Art Workshop
Topic: Heromachine
Replies: 10
Views: 6831

Re: Heromachine

Besides the the fact that my drawings are horrible, I am only using this program because I am trying to give portraits to all units in the Ageless Era. I am working on a mp mod that bring more dialogue into the battle (ex.kill leader, start of game intros, advisors, progress reports etc) and I prefe...