Extended Era revived - version 36

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

Moderator: Forum Moderators

Post Reply
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

turin wrote::roll: Yet another reason the EE is a bad idea...

I'm going to try to refrain from posting in this thread, but that was bugging me. The answer did manage to make me laugh, though.
Dude, for chrissake...the era is fun, Noyga is balancing it to his liking, so let the man be. I like the era.

I see "turin" is back and "<X> Pillager" is gone, btw. 8)
User avatar
Para
Posts: 38
Joined: February 8th, 2006, 12:16 am

Post by Para »

There seems to be a problem with the latest extended era... for some reason, when I join a game with Extended RPG era, I get a message about sidhe spirit warrior missing yet.

Yet in single player with extended RPG era, it works fine.

Syntax error or something?
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

I forgot to mention : v0.11 is released and is incompatible with v0.10.x
In particlular i changed the IDs of the Sidhe Spirits, to avoid collision with the Imperial Era.
So if you play with someone that don't have at least v0.11 (currently the lastest version), you will have the errors you have with the Sidhe Spirits, since the ID were changed.

Also the era has been submited to wescamp, so it can be translated now :)
highhole
Posts: 312
Joined: March 19th, 2006, 6:38 pm

Post by highhole »

There are some attack icons missing. The mainframe of the Dark Sorcerer is missing, too. (I have got wesnoth version 1.1.7, maybe these bugs aren't existing in version 1.1.8.)
Error: no bug found
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

Well it's not a bug.
v0.10.x & v0.11.x were made for v1.1.8.
IIRC the filename of frames of the dark sorcerer were moved and some icons were moved/added.
Everything should be fine with wesnoth v1.1.8.
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

I still get the crash when I attack with the Chaos mage. It's the .png problem I'm pretty sure.
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

Unfortunately i can't reproduce it here, it's probably a WIndows issue :(

It looks that you have a problem with the chaos mage's missile frames.
I have no idea how to fix it.
The pictures are here (inside the Extended_Era/images/ directory) :
Base frame of the missile :
- projectiles/chaosmissile-n.png & projectiles/chaosmissile-ne.png
Halo :
- halo/chaos-halo1.png to halo/chaos-halo9.png
If someone find a way to fix that i'll glad to include the fix.
Roman Loyalist
Posts: 68
Joined: November 16th, 2005, 10:11 am
Location: Ukraine

Post by Roman Loyalist »

where is i may download this Extended Era?
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

It's on the Addons server (1.1.x only).
Roman Loyalist
Posts: 68
Joined: November 16th, 2005, 10:11 am
Location: Ukraine

Post by Roman Loyalist »

1.1.9 version containe Extended Era? what adress for connect?
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

NO.
From a Battle for Wesnoth v1.1.x version :
Click on the "Get addons" button in the main menu.
Then select the Extended Era to Download it.
Then restart Wesnoth and you're done.
Roman Loyalist
Posts: 68
Joined: November 16th, 2005, 10:11 am
Location: Ukraine

Post by Roman Loyalist »

to Noyga
Thx. :D
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

Some people suggested that i could limit the regeneration of the sidhe spirit to forest, and i might do this.
Btw i need a name for the "regenerate in forest" ability (which would only be used the sidhe spirits).
I Thought about "soul of the forest" but i think we could find a better name.
About the amount of hp regenerated, i thought 6 hp might be enough, what do you think ?
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

Noyga wrote:Some people suggested that i could limit the regeneration of the sidhe spirit to forest, and i might do this.
Btw i need a name for the "regenerate in forest" ability (which would only be used the sidhe spirits).
I Thought about "soul of the forest" but i think we could find a better name.
About the amount of hp regenerated, i thought 6 hp might be enough, what do you think ?
I call it "foresthome" in the EOM, but I only give the unit that has it 2hp a turn. The reason is because he's already quite good with 70% defense in forests, and it was really added on as a personality feature more than a balancing issue. I actually ended up increasing the units price as it was already slightly overpowered, and the new ability more than justified it's price increase.
(ps, the ability is broken in EOMa10, the current release on the server)
User avatar
Cuyo Quiz
Posts: 1777
Joined: May 21st, 2005, 12:02 am
Location: South America

Post by Cuyo Quiz »

WML changes has taught us the importance of number-using abilities to have a "+/- x" to more accurately represent their power and moddability.
Cuyo Quiz,where madness meets me :D
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Post Reply