Era of Magic (EoMa) 3.3

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

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ChaosRider
Posts: 846
Joined: April 15th, 2012, 1:15 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by ChaosRider »

Do you have here maybe fixed rune aura ? In which dwarf with activated rune aura can change back to the unactivated aura dwarf ?
_____________________________________________________________________________________
Also one of abilities in ageless (i guess it could be taken from this Magic addon) is not working well, this is not giving unit movements points after killing enemie...

Code: Select all

#define PK_ABILITY_FURY_VALUE VALUE
    [dummy]
        id=fury{VALUE}
        name= _ "Fury"
        description= _ "Fury:
This unit gains all " + {VALUE} + " moves back and can attack another after killing an enemy."
    [/dummy]
[/abilities]
[event]
    name=die
    first_time_only=no
    [filter_second]
        side=$side_number
        ability=fury
    [/filter_second]

    [store_unit]
        variable=furious
        [filter]
            x,y=$x2,$y2
        [/filter]
    [/store_unit]
    {VARIABLE_OP furious.attacks_left add 1}
    {VARIABLE_OP furious.moves add {VALUE}}
    [unstore_unit]
        variable=furious
        {COLOR_HARM}
        text= _ "FURY!"
        find_vacant=no
    [/unstore_unit]
[/event]
[+abilities]
#enddef
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
Crectrach
Posts: 1
Joined: August 24th, 2012, 8:16 am

Re: Era of Magic (EoMa) 0.18.0 released!

Post by Crectrach »

Hey guys,
I've got a strange bug with this Era. I cant see units! There arent any sprays for them, only an empty place. Whats wrong?
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ChaosRider
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Joined: April 15th, 2012, 1:15 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by ChaosRider »

Maybe you just deleted your units images in this era folders, maybe there is something wrong in units codes with image=(way to unit image), or you just have bugged wesnoth :D. You should download it once more :P.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
terrafin
Posts: 11
Joined: April 27th, 2012, 4:42 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by terrafin »

this is a great mod but i wanted to know is there any other scenarios then "to lands unknown" that use era of magic?
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AxalaraFlame
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Location: Pasadina, Caltech

Re: Era of Magic (EoMa) 0.18.0 released!

Post by AxalaraFlame »

terrafin wrote:this is a great mod but i wanted to know is there any other scenarios then "to lands unknown" that use era of magic?
No, there is no such campaigns :( But TLU is already one most awesome masterpiece of all UMCs. Just enjoy it.
Inferno says he would add one more undead faction to this era, and remake some scenerios of TLU.
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inferno8
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Re: Era of Magic (EoMa) 0.18.0 released!

Post by inferno8 »

Era of Magic 1.0 is now available!

After a long absence I'm back with a new (and the last) faction for the Era of Magic - the Destroyers :twisted: This undead faction encloses the current development process and makes EoMa "faction-complete" resulting in change of version number from 0.x.x to 1.0.0.

Image
The Destroyers consist of 19 animated units divided into 6 recruitable types. I have also made undead variations for almost all unit categories in the era, made some balancing changes, introduced new game mode and more. :wink:

Some of undead variations:
Spoiler:
Changelog:
Spoiler:

If you are having trouble downloading the Era of Magic from the addons server or wish to download xdelta patches, you can download them from SourceForge.

If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.

Enjoy the 1.0 release of the Era of Magic! :)
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Drakefriend
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Re: Era of Magic (EoMa) 1.0 released!

Post by Drakefriend »

So I come back in the evening from university...
...Era of Magic... 1.0...
...the final faction...
...instantly had to play and translate!

A problem in the current .po: The Nightmare line is not included there.
Another translation question: Is "Atopki" a real or fictional word? Although I will probably keep it as is.

PS: At least judging from my first test, it is as great as always! ^_^
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.
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Espreon
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Re: Era of Magic (EoMa) 1.0 released!

Post by Espreon »

Drakefriend wrote: A problem in the current .po: The Nightmare line is not included there.
Just paste the following in your po and translate:

Code: Select all

msgid "Nightmare"
msgstr ""

msgid "Mara"
msgstr ""

msgid "Apocalypse"
msgstr ""
Of course, if you do this, compile, put the mo in the right place, and try to test, they won’t get translated unless you fix the textdomain bindings in their files. Sorry about this.
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Drakefriend
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Re: Era of Magic (EoMa) 1.0 released!

Post by Drakefriend »

Espreon wrote:
Drakefriend wrote: A problem in the current .po: The Nightmare line is not included there.
Just paste the following in your po and translate:

Code: Select all

msgid "Nightmare"
msgstr ""

msgid "Mara"
msgstr ""

msgid "Apocalypse"
msgstr ""
Of course, if you do this, compile, put the mo in the right place, and try to test, they won’t get translated unless you fix the textdomain bindings in their files. Sorry about this.
Done.

In EoMa RPG, there is no image next to the Destroyers entry.

PS: On Sulla's Ruins, one of my Omina just killed one of the petrified 1 hp Yetis with Area Attack (and got the experience!). Given the Sculptor, this might be a problem.

PPS: Apparently, this was (non-game) post fourhundred!
Last edited by Drakefriend on December 16th, 2012, 8:05 pm, edited 1 time in total.
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.
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Espreon
Developer
Posts: 630
Joined: June 9th, 2007, 4:08 am

Re: Era of Magic (EoMa) 1.0 released!

Post by Espreon »

I somehow forgot the rest of the strings that were in those files; I also split some strings from others, so here’s an ammended list of things that have to be added:

Code: Select all

msgid "Nightmare"
msgstr ""

msgid "Mara"
msgstr ""

msgid "Apocalypse"
msgstr ""

msgid "kiss"
msgstr ""

msgid "touch of doom"
msgstr ""

msgid "chaotic blast"
msgstr ""

msgid "touch of apocalypse"
msgstr ""

msgid "regenerates +6"
msgstr ""

msgid "At the beginning of each turn this unit heals +6 hp. If it is poisoned, it will remove it instead of healing."
msgstr ""
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AxalaraFlame
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Re: Era of Magic (EoMa) 1.0 released!

Post by AxalaraFlame »

Bravo! Heil God of EoMa--Inferno8 The Might! :D

(Too bad the factions are still a bit IMBA, FYI...)
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FallenPhoenix
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Re: Era of Magic (EoMa) 1.0 released!

Post by FallenPhoenix »

Found duplicate macro definition in Era_of_Magic/utils/abilities.cfg

1st on line 1041, and it seems wrong:

Code: Select all

#define ABILITY_I8REGENERATES4
    [regenerate]
        value=6
        id=regen4
        name= _ "regenerates +4"
        description= _ "Regenerates +4:
At the beginning of each turn this unit heals +4 hp. If it is poisoned, it will remove it instead of healing."
        name_inactive= _ "regenerates +4"
        description_inactive= _ "Regenerates +4:
At the beginning of each turn this unit heals +4 hp. If it is poisoned, it will remove it instead of healing."
        affect_self=yes
        poison=cured
    [/regenerate]
#enddef
next in line 2383:

Code: Select all

#define ABILITY_I8REGENERATES4
    [regenerate]
        value=4
        id=i8reg4
        name= _ "regenerates +4"
        description= _ "Regenerates +4:
This unit regenerates 4 hp every turn."
        name_inactive= _ "regenerates +4"
        description_inactive= _ "Regenerates +4:
This unit regenerates 4 hp every turn."
        affect_self=yes
        poison=cured
    [/regenerate]
#enddef
Independent translator. // Sorry for my English :)
Моя версия перевода [url=http://forum.wesnothlife.ru/index.php?topic=1141.0]тут[/url].
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Espreon
Developer
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Re: Era of Magic (EoMa) 1.0 released!

Post by Espreon »

FallenPhoenix wrote:Found duplicate macro definition in Era_of_Magic/utils/abilities.cfg

...
This has already been fixed in SVN.

Thanks for reporting anyway, though.
fatquack
Posts: 35
Joined: June 25th, 2006, 2:07 am

Re: Era of Magic (EoMa) 1.0 released!

Post by fatquack »

Cool, a new version! Time to retain my place in the credits and report some bugs!

In the Master & Slaves era there are some bugs:
In the Barbarians in stead of EoMa_Raging_Cyclops the EoMa_CyclopsMad is called, which gives a unit not found error. See barbarians-slaves.cfg
In the Warlocks the random_leader in warlocks-slaves.cfg are the second level units, not the third level like in the leader section.

Is it on purpose that the Runemaster Mechanic can now use his grenade defensively too? The old grenade attack was offense only.
The Technician still has defense_weight=0 for the grenade. It looks inconsistent.
Also I don't always seem to get the explosion sound when the grenade attack is used.
It's extremely powerful by the way, lots of oneshot kills possible with it.

I love the Area Attack and all the images for the undead versions.
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BioHazardX
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Re: Era of Magic (EoMa) 1.0 released!

Post by BioHazardX »

Hey, you forgot to include in the last version of the era the update of Italian translation!

Between, here's the last new update as attachment, please include it in the next version:
Attachments
latest Italian update Era of Magic.7z
EDIT: now also included the new strings that were missed.
(50.08 KiB) Downloaded 225 times
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