Search found 762 matches

by PapaSmurfReloaded
March 19th, 2021, 10:24 pm
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 9
Views: 1722

Re: Wesmoba

Well, tried a game, looks cool, recruiting is fine, you kinda need to maintain balance between recruiting and buffing the hero ;) While I will gladly answer questions, I am not actively making new or making major modifications to Wesnoth add-ons anymore. You can upgrade any unit, not only hero, tha...
by PapaSmurfReloaded
March 19th, 2021, 8:32 pm
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 9
Views: 1722

Re: Wesmoba

dwarftough wrote: March 19th, 2021, 4:11 pm I thought you control only your hero and creeps spawned and controlled by ai
Not in this mod
by PapaSmurfReloaded
February 25th, 2021, 11:56 pm
Forum: Technical Support
Topic: Too many errors
Replies: 2
Views: 282

Re: Too many errors

Did either of you modify any of the units files parameters? Sounds like your going out of sync.
by PapaSmurfReloaded
February 18th, 2021, 3:16 am
Forum: Writers’ Forum
Topic: Wesnoth Climate + Geography (and Geology)
Replies: 7
Views: 795

Re: Wesnoth Climate + Geography (and Geology)

I happen to be a geologist, however your question has more to do with geography and climatology. As far as I know as, it has never been specified how big the planet where Wesnoth is, nor exact position of the continent it, and those are pretty big factors determining climate. The climate of a determ...
by PapaSmurfReloaded
January 15th, 2021, 10:33 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 62633

Re: A Random RPG Adventure

I'm currently looking at all the add-ons that use [effect]apply_to=vision as part of issue 3356 , and noticed that in ARRPGA's "Modify Unit" menu, the option for modifying movement works differently to the option for modifying vision. It seems inconsistent, although not a bug in ARRPGA. M...
by PapaSmurfReloaded
January 11th, 2021, 12:54 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 62633

Re: A Random RPG Adventure

New version correcting the spelling of a couple of words. By the way, just found a bug. I finished the quest "A Cattle Thief", the one with the Yeti, and when I returned to Swanford Village to restock, it restarted in the step by the cave, to go to coordinates 34,49. I just entered debug a...
by PapaSmurfReloaded
January 11th, 2021, 12:10 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7828

Re: Kingdom Builder Mod

Uploaded a new version, only minor changes.
by PapaSmurfReloaded
December 13th, 2020, 6:10 pm
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 62633

Re: A Random RPG Adventure

Excellent work with this! I'm having a great time playing in the AI DM mode. One issue I found is that with just regularly playing the game and performing the hunting/mining/foraging, the party status of hunger/thirst/fatigue is forgotten and then it warns us only when it is affecting the party. Wo...
by PapaSmurfReloaded
October 22nd, 2020, 4:31 pm
Forum: Faction & Era Development
Topic: 18th Century Warfare Era
Replies: 215
Views: 81432

Re: 18th Century Warfare Era

When do we get back the campaign last time i played BfW was 2 years ago and your mod was my most favorite but ive seen a lot of changes i am looking forward to an update hopefully thx keep up that good work A surprising amount of people has reached out to me asking about the campaign. I'd like to r...
by PapaSmurfReloaded
July 1st, 2020, 11:49 am
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 3511

Re: Season Changer Mod

Another idea worth considering is to randomize not the length of the seasons, but the intensity. For example during a mild winter only 50% of the terrains are covered in snow, which would be 100% during a normal one. Decided randomly. Same could be done to water for the rest of the seasons. And of ...
by PapaSmurfReloaded
June 30th, 2020, 1:13 pm
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 3511

Re: Season Changer Mod

Hey I have an issue with the frozen ground removal, mayba make it so areas predetermined to be frozen only thaws in the summer and stays frozen during the other seasons, like the shallow water turning into mud bridges. It's a complicated situation to make sense of, because the mod is supposed to do...
by PapaSmurfReloaded
May 13th, 2020, 12:49 pm
Forum: Multiplayer Development
Topic: Zombie Apocalypse RPG 1.6
Replies: 231
Views: 65857

Re: Zombie Apocalypse RPG 1.6

gfgtdf wrote: May 12th, 2020, 10:31 pm This is an old thread so I'm not sure which wesnoth version this is about but if it's 1.14 you no longer need dummy leaders you can just put defeat_condition=never in the side definition
That's good to know, makes fixing this easy. :lol:
by PapaSmurfReloaded
May 3rd, 2020, 1:19 pm
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7828

Re: Kingdom Builder Mod

Have just downloaded and am currently using the Advanced version. Does it not have a slider settings options yet? Getting the hang of the resource-gathering phase, but I have to admit it heavily slows the pace of the early game. Would it have an option to increase the production gained from peasant...
by PapaSmurfReloaded
April 13th, 2020, 2:18 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 23
Views: 7828

Re: Kingdom Builder Mod

I published the alpha of a separate a sister project called Kingdom Builder Advanced (not a mod atm). Said add-on was what supposed KBM supposed to look like when I first imagined it before it took a turn for a simpler and more fun design, I''ll be using this topic for feedback of both add-ons.
by PapaSmurfReloaded
March 27th, 2020, 1:35 pm
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 188
Views: 62633

Re: A Random RPG Adventure

Made a couple of changes to some quests and events in ARRPGA AI map, improved crafting menus and added a new option in Blacksmith.