Era of Magic (EoMa) 4.6.2 - now on Ko-fi!
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- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Era of Magic (EoMa) 0.18.0 released!
Do you have here maybe fixed rune aura ? In which dwarf with activated rune aura can change back to the unactivated aura dwarf ?
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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...
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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.
Re: Era of Magic (EoMa) 0.18.0 released!
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?
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?
- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Era of Magic (EoMa) 0.18.0 released!
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 . You should download it once more .
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.
Re: Era of Magic (EoMa) 0.18.0 released!
this is a great mod but i wanted to know is there any other scenarios then "to lands unknown" that use era of magic?
- AxalaraFlame
- Posts: 690
- Joined: December 4th, 2011, 1:07 pm
- Location: Pasadina, Caltech
Re: Era of Magic (EoMa) 0.18.0 released!
No, there is no such campaigns But TLU is already one most awesome masterpiece of all UMCs. Just enjoy it.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?
Inferno says he would add one more undead faction to this era, and remake some scenerios of TLU.
Re: Era of Magic (EoMa) 0.18.0 released!
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 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.
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.
Some of undead variations:
Changelog:
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!
After a long absence I'm back with a new (and the last) faction for the Era of Magic - the Destroyers 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.
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.
Some of undead variations:
Spoiler:
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!
- Drakefriend
- Posts: 436
- Joined: September 27th, 2009, 12:57 pm
- Location: Wandering from one world to another
- Contact:
Re: Era of Magic (EoMa) 1.0 released!
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!
...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.
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.
Re: Era of Magic (EoMa) 1.0 released!
Just paste the following in your po and translate:Drakefriend wrote: A problem in the current .po: The Nightmare line is not included there.
Code: Select all
msgid "Nightmare"
msgstr ""
msgid "Mara"
msgstr ""
msgid "Apocalypse"
msgstr ""
- Drakefriend
- Posts: 436
- Joined: September 27th, 2009, 12:57 pm
- Location: Wandering from one world to another
- Contact:
Re: Era of Magic (EoMa) 1.0 released!
Done.Espreon wrote:Just paste the following in your po and translate:Drakefriend wrote: A problem in the current .po: The Nightmare line is not included there.
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.Code: Select all
msgid "Nightmare" msgstr "" msgid "Mara" msgstr "" msgid "Apocalypse" msgstr ""
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.
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.
Re: Era of Magic (EoMa) 1.0 released!
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 ""
- AxalaraFlame
- Posts: 690
- Joined: December 4th, 2011, 1:07 pm
- Location: Pasadina, Caltech
Re: Era of Magic (EoMa) 1.0 released!
Bravo! Heil God of EoMa--Inferno8 The Might!
(Too bad the factions are still a bit IMBA, FYI...)
(Too bad the factions are still a bit IMBA, FYI...)
- FallenPhoenix
- Posts: 42
- Joined: September 30th, 2011, 5:20 pm
- Location: Russia
- Contact:
Re: Era of Magic (EoMa) 1.0 released!
Found duplicate macro definition in Era_of_Magic/utils/abilities.cfg
1st on line 1041, and it seems wrong:
next in line 2383:
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
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].
Re: Era of Magic (EoMa) 1.0 released!
This has already been fixed in SVN.FallenPhoenix wrote:Found duplicate macro definition in Era_of_Magic/utils/abilities.cfg
...
Thanks for reporting anyway, though.
Re: Era of Magic (EoMa) 1.0 released!
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.
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.
- BioHazardX
- Posts: 11
- Joined: January 12th, 2012, 9:22 pm
Re: Era of Magic (EoMa) 1.0 released!
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:
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 280 times