Search found 178 matches
- July 4th, 2010, 10:16 pm
- Forum: WML Workshop
- Topic: Race in 1.8
- Replies: 5
- Views: 1609
Re: Race in 1.8
However, this only fixed half the problem: now the units all have a race association, but it's the same one. Wild Elves, Frost Elves, etc... all of them are now "Lavinians" in the game. It could be useful to know if you are referring to what show in the help race section, or in the main s...
- July 4th, 2010, 10:02 pm
- Forum: Ideas
- Topic: improve recall search
- Replies: 2
- Views: 802
Re: improve recall search
Glad to see that someone use the filter like that :-) I suggest to use small punctuation signs to marks units like ' ` * ° . , But the cool thing would be to be to add unit notes and indeed allow to filter them. The only problem is that I could imagine that WML would want to edit that too for campai...
- July 4th, 2010, 7:51 pm
- Forum: Art Development
- Topic: Cave & Outdoors Harmonization and Illumination
- Replies: 10
- Views: 13305
Re: Eleazar's Terrain Improvements
For the kind of color-shifting that BfW does alpha is only slightly inferior, or maybe even different but equal. Replacing globally the color shifting (adding RGB values to terrain images) by a ToD half-transparent mask has some big implications: - This would indeed make possible to have light tran...
- July 4th, 2010, 2:00 pm
- Forum: Art Development
- Topic: Cave & Outdoors Harmonization and Illumination
- Replies: 10
- Views: 13305
Re: Eleazar's Terrain Improvements
As an additional bonus the change discusses in my previous post would make just as much sense (or more) if we were implementing a per-hex ToD color-shifting system. That would be some serious coding work and will probably have some cost (mainly in memory because we would need to store various ToD v...
- July 2nd, 2010, 12:00 pm
- Forum: Off-Topic
- Topic: Is 0.9 recurring equal to 1?
- Replies: 81
- Views: 18519
Re: Is 0.9 recurring equal to 1?
This is a common pattern, people arguing that 0.999.. is not 1 usually rely on intuition (which is misleading here, as often when dealing with infinity) or vague "proof" where others have easily indicated the error. In the other hand, proofs that 0.999.. = 1 are often rigorous like: 1 = 9/...
- July 1st, 2010, 8:41 pm
- Forum: Off-Topic
- Topic: Is 0.9 recurring equal to 1?
- Replies: 81
- Views: 18519
Re: Is 0.9 recurring equal to 1?
Yes 0.99999... equals 1. The confusion only comes from a misunderstanding of number's representation. If you take a ruler and agree that any decimal number between 0 and 1 can be placed somewhere between the 0 and 1 marks. And, similarly, agree that any point between those marks has a decimal repres...
- June 17th, 2010, 6:24 pm
- Forum: Ideas
- Topic: Friendly units walking over each other?
- Replies: 16
- Views: 3244
Re: Friendly units walking over each other?
I think that some tile-based games slightly slide the unit letting pass its friend. To pick an old example : Battle Chess http://www.youtube.com/watch?v=qKcZwPb7C3k (at 2:10 so see such moves). That would probably solve the 'unrealistic' feeling. However, that looks like some work to code, especiall...
- June 13th, 2010, 9:58 pm
- Forum: Technical Support
- Topic: CtD in The South Guard - Choice in the Fog
- Replies: 1
- Views: 631
Re: CtD in The South Guard - Choice in the Fog
Thanks for the savegame. Really useful to debug this. It's caused by a sighted event triggered by the shroud update just before the attack. Fixed in trunk/1.9 and I will now try to backport it for 1.8.3
- June 13th, 2010, 5:44 pm
- Forum: Users’ Forum
- Topic: Unlocking units in the glossary
- Replies: 11
- Views: 2985
Re: Unlocking units in the glossary
Reactivated ':undiscover' but with a confirmation dialog to prevent 'accident'
- June 12th, 2010, 6:48 pm
- Forum: Ideas
- Topic: [interface] Option in preferences for "Delay Shroud Updates"
- Replies: 15
- Views: 4483
Re: Option in preferences for "Delay Shroud Updates"
Months ago, Gabba submitted a patch for this and it was committed in trunk (edit: which means that it will be in 1.9 and is already available for svn users)
https://gna.org/patch/?1556
https://gna.org/patch/?1556
- June 12th, 2010, 2:02 pm
- Forum: Ideas
- Topic: Suggestion: Remember Recall List Sorting Order
- Replies: 5
- Views: 1453
Re: Suggestion: Remember Recall List Sorting Order
Done.
Not saved when exiting the game for now. Not even sure if needed.
Thanks StevenAus to have posted it on Gna:
https://gna.org/bugs/index.php?16149
Not saved when exiting the game for now. Not even sure if needed.
Thanks StevenAus to have posted it on Gna:
https://gna.org/bugs/index.php?16149
- June 7th, 2010, 1:49 am
- Forum: Users’ Forum
- Topic: Unlocking units in the glossary
- Replies: 11
- Views: 2985
Re: Unlocking units in the glossary
...is there an "undiscover" command? Probably not, since it's pointless...but... There is one actually, for debugging purposes. But it's disabled to avoid that people clear their encountered units just by typing it to see what it does. I suppose that we could reactivate it and hide it fro...
- June 1st, 2010, 10:15 pm
- Forum: Faction & Era Development
- Topic: Race name not displaying properly in 1.8.X?
- Replies: 8
- Views: 1720
Re: Race name not displaying properly in 1.8.X?
Well, in my case almost all units from nearly all usermade factions are "Aragwathi"! I can reproduce it and it's caused by deprecated WML: [race] need an id key, not just a name key. Having multiple races with this error confuse the engine (they all have the same empty id). This change wa...
- May 30th, 2010, 3:46 am
- Forum: Faction & Era Development
- Topic: Race name not displaying properly in 1.8.X?
- Replies: 8
- Views: 1720
Re: Race name not displaying properly in 1.8.X?
You need to add a key:
plural_name="blablaS"
Not sure when this key was introduced but it's old.
plural_name="blablaS"
Not sure when this key was introduced but it's old.
- May 13th, 2010, 12:34 pm
- Forum: Ideas
- Topic: A great idea for how to implement "illusion" units
- Replies: 12
- Views: 2874
Re: A great idea for how to implement "illusion" units
Yes, very good KISS idea :) Some details to tweak: - If really cheap, can be abused to spam front or villages. Possible solutions: make them not much cheaper than real scouts, only "copy" slow units or level 2+ ones (higher upkeep). Or even blocking village's capture if possible. - Even if...