Search found 113 matches
- November 23rd, 2013, 9:55 pm
- Forum: Scenario & Campaign Development
- Topic: Five Fates 1.11, Dungeon crawler
- Replies: 177
- Views: 51644
Re: Five Fates 1.02, Dungeoncrawl
Just to confirm that I also am getting corrupt saves on Linux. An example is attached.
- October 7th, 2007, 3:34 pm
- Forum: Translations & Internationalization
- Topic: Any interest in a Latin Translation?
- Replies: 38
- Views: 19727
I'm still (more or less) around, but I haven't done anything on the Latin translation in some time, partly because doing it alone is extremely daunting, to say the least. The existing translation could use a lot of polishing (and cleaning up fuzzies), and there are a lot of mainline campaigns withou...
- September 27th, 2007, 6:53 pm
- Forum: Technical Support
- Topic: "deprecated" messages filling half the screen.
- Replies: 6
- Views: 2337
- September 26th, 2007, 7:00 pm
- Forum: Technical Support
- Topic: "deprecated" messages filling half the screen.
- Replies: 6
- Views: 2337
"deprecated" messages filling half the screen.
Upon upgrading from 1.3.7 to 1.3.8 I have the problem that half the screen gets filled up with WML-debugging info warning me about the deprecated use of [animation] inside of the [attack] section. This occured for the Dwarvish Thunderguard and Dragonguard. Ah, I see the problem -- I was loading a sa...
- September 26th, 2007, 7:01 am
- Forum: Art Workshop
- Topic: Burglar and other thief-like creations
- Replies: 7
- Views: 4073
- September 25th, 2007, 5:36 pm
- Forum: Art Workshop
- Topic: Burglar and other thief-like creations
- Replies: 7
- Views: 4073
- September 25th, 2007, 9:41 am
- Forum: Art Workshop
- Topic: Burglar and other thief-like creations
- Replies: 7
- Views: 4073
- September 24th, 2007, 4:27 pm
- Forum: Art Workshop
- Topic: Burglar and other thief-like creations
- Replies: 7
- Views: 4073
Burglar and other thief-like creations
This is essentially intended as an alternative upgrade for the thief (for a campaign that I hope to get around to writing...) Ultimately, given my art skills, it's pretty much doomed to be a place-holder, but any criticism to help make a better place-holder would be welcome. (As though it weren't ob...
- September 23rd, 2007, 4:04 pm
- Forum: Ideas
- Topic: Implementing invisibility in AI
- Replies: 7
- Views: 2141
Re: Implementing invisibility in AI
Well, that is all nice and soundly in theory but it is very hard to teach a computer such kind of things. That's why I provided a pseudo-algorithm: the computer AI "guesses" where the unit is and gets it right within 2-3 hexes. That gives enough error that he can't just home in, but doesn...
- September 23rd, 2007, 12:59 pm
- Forum: Ideas
- Topic: Implementing invisibility in AI
- Replies: 7
- Views: 2141
- September 23rd, 2007, 10:45 am
- Forum: Ideas
- Topic: Implementing invisibility in AI
- Replies: 7
- Views: 2141
Implementing invisibility in AI
I find it a little frustrating that the AI always knows *precisely* where all of my "invisible" units are. I was thinking about easy kludges to make this at least a little believable... (A real solution to the invisibility problem is, admittedly, quite difficult.) What if the AI assumes th...
- September 11th, 2007, 1:40 pm
- Forum: Mainline Campaign Development
- Topic: Liberty
- Replies: 47
- Views: 49262
The final battle (on easy) was extremely easy, in large part because those swordsmen get very easily distracted from their guard posts. I only dealt with 2 of them, and could have avoided one more. Also, the enemy general only recruited one castle (almost) full. The supposedly tiny orcish army was a...
- September 11th, 2007, 8:36 am
- Forum: Mainline Campaign Development
- Topic: Liberty
- Replies: 47
- Views: 49262
At the point where the peasants became outlaws, I ended up with a footpad with 38/36 experience. The AI seemed to be particularly stupid in this campaign. Allies were not worth having (for me at least). Helicrom (or however you spell it) recruits hordes of units, who just run around back and forth a...
- August 28th, 2007, 8:57 am
- Forum: Mainline Campaign Development
- Topic: Descent into Darkness
- Replies: 232
- Views: 163545
3) A bit of plot branching related to the sister would really make this shine. For example, in the mission where you lead orcs to Hal'al and have to kill the human leader without killing any other hal'al humans, I managed to kill the human leader and all the orcs and not kill a single human soldier...
- August 25th, 2007, 7:31 am
- Forum: Faction & Era Development
- Topic: Advancement tree for Thieves
- Replies: 3
- Views: 1718
Advancement tree for Thieves
I am starting work on a campaign centering on thieves. As your recruit list will be just Thieves and Thugs at the start, I plan to add some advancement possibilities for the Thieves.... Here is my vague idea: Thief advances to Rogue (as now) or Burglar Burglar has a staff (for pole-vaulting and tigh...