Search found 57 matches
- January 7th, 2011, 4:22 pm
- Forum: WML Workshop
- Topic: 2 leaders, 1 side
- Replies: 14
- Views: 2656
Re: 2 leaders, 1 side
No problems dealing within the 9 starting locations boundary if more than 9 sides are available. Though, multiplayer is required. If 1.8 isn't enough, I'll try to get 1.9 and use it as test bed; anyway 1.10 should be out before the scenario is completed. Thank you for your suggestions, this is alrea...
- January 7th, 2011, 2:43 pm
- Forum: WML Workshop
- Topic: 2 leaders, 1 side
- Replies: 14
- Views: 2656
2 leaders, 1 side
Hello Forum, I had a full description post written along some solutions; got disturbed; came back; submitted and lost all since I got logged out. :) So, to briefly resume... I can have an AI side with 2 leaders on 2 different keep/castle, The problem is: the second leader don't recruit until the fir...
- November 30th, 2010, 4:45 pm
- Forum: Tournaments
- Topic: [Complete] The GRAND TAG! - a 2vs2 Tournament, 2nd Edition
- Replies: 508
- Views: 110166
Re: The GRAND TAG! - a 2vs2 Tournament, 2nd Edition
Ok, so here's the long awaited results: First round fixtures: 1. CDeath (Faello & sidzej) vs Noob Leavers (grzywacz & deekay) 2. Nerds R US (The Black Sword & tekelili) vs Entropy (Aisikle & ManicDementia) 3. Random Noob Gamers (neki & Dauntless) vs Mediterranean Piig (Xplorer &a...
- November 25th, 2010, 6:04 pm
- Forum: Multiplayer Development
- Topic: 2pl - The Altaz Mariners - (Demo only)
- Replies: 10
- Views: 3801
Re: 2pl - The Altaz Mariners - MP Pirate campaign
Hi guys, jb asked me for some willingness to help and that I have. I am also a big Fallout fan (completed the first and second game) so I can foresee the whereabouts this is heading. I'll begin with some random templates, so if anybody got suggestions bring them on. I'd like to ask either jb or bob ...
- November 23rd, 2010, 3:15 pm
- Forum: Art Workshop
- Topic: TAM artwork
- Replies: 105
- Views: 40308
Re: TAM artwork
Wow Bear, your artwork is impressive, bringing further personality to the characters; the look you give them will even influence the tone of their speech. As for Hugo, if you want my uneducated guess; I like the first ogre head (with some modifications ofc), it fits well for a pirate. I like that pu...
- July 26th, 2010, 8:18 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
The version on the addons server is a (edit: pseudo-)working v1; tought that time shall suppress 1.8.1 and lesser versions by itself. I could send you v2 by PM, but be warned that it is still ugly, hackish and incomplete. IMHO, it is not worth it yet. I'll try to get some free time to trim it in the...
- July 26th, 2010, 3:58 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
Welcome back TL, World Conquest is quite popular; there are still plenty of people playing it on the MP server to this day. I know neither why, neither how, but did end up carrying a torch somewhere in the midst of a dark night. And to be honest, I have somewhat been of a slacky maintainer. To prove...
- June 21st, 2010, 7:03 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
new bug: the enemy leader in the first scenario starts with 25 gold (peasant difficulty). More a blank than a bug. I set AI gold to 0 gp on "easy" for testing purpose; it quickly allows to get through 1st scenario in a pseudo-simulated way. I don't know why, don't know how, but it finally...
- June 15th, 2010, 10:21 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
changelog 1.13: If a unit were poisoned in a previous scenario, it is no longer poisoned when recalled. *The leader automove upon next scenario seems fixed on 1.8.2, at least I haven't been able to reproduce it. @jb: True, I'll take care to cure every units before storing them on the recall list. (m...
- June 8th, 2010, 5:12 am
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
changelog 1.12: Gold is working like it was on 1.6 ... I think. The carryover dialog at the end of each scenarios might be wrong of 1 gp due to some rounding, but overall each players should receive the right amount of money. Have fun. @ turret544: Basically, everything is fixed by now. @ Pentarctag...
- May 30th, 2010, 9:18 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
changelog 1.11: Early finish bonus to gold now works. ( village_count * turn_bonus ) gp added to the minimum. There is no other known problems. changelog 1.10: Recruit list is slowly populated to your full initial faction. changelog 1.9: The only change is upon the recruit list which has been brough...
- May 20th, 2010, 8:47 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
What is going on
Thank you all for your help and feedback. World Conquest has initially been written on 1.4 by TL, then ported to 1.6. Since then TL stepped on a teleporter and disappeared out of sight leaving an impressive pile of code behind. While WC was indeed fantastic in it's possibilities, it still lacked a m...
- April 28th, 2010, 4:48 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
I am quite glad to hear this is the only issue. The gold not carrying over is on purpose. That was initially a bug, but since it allows more control over the difficulty level, it has been left as it is. Balancing the carryover gold requires more time than available at the moment. You can expect to s...
- April 28th, 2010, 2:23 am
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
I just watched the replay and get an OOS right before the defective AI behavior. IMO, those errors are beyond the scope of the campaign. I'd need to know how to reproduce the errors to be able to work on it. As for now, such issues hasn't show up on my system. @turret544: Looking at your screenshot,...
- April 18th, 2010, 5:21 pm
- Forum: Multiplayer Development
- Topic: World Conquest NM
- Replies: 104
- Views: 32559
Re: World Conquest NM
That really sounds like the bugs of previous versions. I suggest that you update your addons to the latest 1.8b, those issues are fixed by now.