A Random RPG Adventure
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- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
I checked the code there is nothing that could cause this as far as I have noticed, are you sure you were using an RPG Era and not one where the AI recruits units?Maybe overtaking this village by a neutral side, had caused this or the spawned units somehow require income? And there is of course the problem, that the villages can be blocked by neutral npcs. Maybe you should add an option the scare neutral units away ^^ "Ssh" "Ssh".
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version, changes to AI DM Map.
-Added Riddler random event.
-Modified slightly Goblin Mines and An Alchemist Remedy, adding some choices and stuff to do while questing. I am hoping I will be able to do this in more quests soon.
-Corrected some typos.
EDIT: New Version, again.
-Modified slightly Cattle Thief and Desert Ruins quest.
-Fixed typos and minor bugs.
-Added Riddler random event.
-Modified slightly Goblin Mines and An Alchemist Remedy, adding some choices and stuff to do while questing. I am hoping I will be able to do this in more quests soon.
-Corrected some typos.
EDIT: New Version, again.
-Modified slightly Cattle Thief and Desert Ruins quest.
-Fixed typos and minor bugs.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version, fixed and small rework for a few quests in the AI Mode (Pirate's Tale, Merchant´s Errand).
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Fixed typos and somewhat improved quest narrations in AI DM Classic.
Re: A Random RPG Adventure
I'm not sure about this. It could be that I did not use the RPG Era, so this could be the problem.PapaSmurfReloaded wrote: ↑December 25th, 2018, 3:33 pmI checked the code there is nothing that could cause this as far as I have noticed, are you sure you were using an RPG Era and not one where the AI recruits units?Maybe overtaking this village by a neutral side, had caused this or the spawned units somehow require income? And there is of course the problem, that the villages can be blocked by neutral npcs. Maybe you should add an option the scare neutral units away ^^ "Ssh" "Ssh".
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Small patch, resurrecting people now (again) costs no money.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
-Major Change: Now players may select the difficulty of the AI DM Random Combat with sliders, changing both probability and enemy party max size.
-Fixed a bug if Elvish Avengers and Dwarven Dragonguards not spawning in AI DM Colloseum.
-Fixed a bug if Elvish Avengers and Dwarven Dragonguards not spawning in AI DM Colloseum.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Patch with quite a few changes:
-DM can modify Companion Recruits Points.
-DM has an inventory of his own with items he can use on his units.
-Fixed few bugs with Classic Quests dialogues showing to the DM.
-Damaging potions can no longer kill units.
-DM can modify Companion Recruits Points.
-DM has an inventory of his own with items he can use on his units.
-Fixed few bugs with Classic Quests dialogues showing to the DM.
-Damaging potions can no longer kill units.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version with a few minor bug fixes AI Classic.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Fixed minors bugs and did some changes to the Merfolk Quest.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New patch with minor fixes.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Last patch of the day, I somewhat increased the difficulty of many quests, it should be no big deal though.
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Minor changes to Classic and Underworld maps.
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- Double Style Tourney #1 Champ
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- Location: Egypt
Re: A Random RPG Adventure
Is it for 6 players?
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
- PapaSmurfReloaded
- Posts: 822
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Nop.
-The AI Dungeon Master mode can be played by a minimium of 1 player and a max of 4 players.
-Human Dungeon Master maps (premade adventure included) require a minimium of 2 players(one controlling the DM and the other a hero), and supports up to a max of 5 players by default (white -side 2- is normally controlled by the ai, but it would be alright if the Dungeon Master wanted to control it). However, the DM can unit spawn of up to 9 sides (sides 7,8,9 are in conflict to all the other teams by default, but DM can change that too).