Search found 37 matches

by tadpol
April 29th, 2014, 8:10 pm
Forum: Multiplayer Development
Topic: Era of High Sorcery
Replies: 300
Views: 118753

Re: Era of High Sorcery

I find dispelling touch with mage shield stops yetis cold, since you can use these from an apprentice this is a very cheap solution. Be careful though since apprentices only stop combat on defense. scorpions are middling effective against yetis, you can afford 2:1 and amazing their movement means th...
by tadpol
April 27th, 2014, 7:51 pm
Forum: Multiplayer Development
Topic: Era of High Sorcery
Replies: 300
Views: 118753

Re: Era of High Sorcery

Hi. This new version is quite impressive. I do have some minor complaints though. Using reanimating touch to kill apprentices and leaders seems to add "undead" to the unit type several times, ie "undead undead undead dwarven rune master" Zombie swarm: if cast by the last player t...
by tadpol
March 24th, 2014, 3:27 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 417
Views: 1065326

Re: World Conquest tek (aka World Conquest II)

Would it be possible to show replacement recuits when recruting? I haven't learned all the replacements and it's a little frustrating when I'm trying to recruit a specific unit and I guess the wrong replacement unit for it. Also is there a rule for how you picked what replaces what? Some replace uni...
by tadpol
November 22nd, 2013, 4:44 am
Forum: Strategies & Tips
Topic: human vs multiple ai
Replies: 9
Views: 4285

Re: human vs multiple ai

The default RCA. I've been away for a while. I have now also beat the strong RCA and experimental ai. They seem easier than default in this mode. Their apparent preference of taking villages or other maneuver over doing damage allows easier control of fight time and place which is the corner of my s...
by tadpol
November 21st, 2013, 7:59 pm
Forum: Strategies & Tips
Topic: human vs multiple ai
Replies: 9
Views: 4285

Re: human vs multiple ai

My main curiosity is whether anyone else is following this line of play and if they have reached the next level. I am familiar with world conquest, and it has a different feel from mp ffa maps with teamed ai's. Specifically the strategy of forming defensive lines or pockets works great on WC were th...
by tadpol
November 20th, 2013, 7:14 am
Forum: Strategies & Tips
Topic: human vs multiple ai
Replies: 9
Views: 4285

human vs multiple ai

I advice people to learn to beat the ai before taking multiplayer seriously or using derogatory words about new players.

I've recently started beating 2 of the new ai on a 3p map.

I'm curious if anyone can win vs 3ai on a 4p map. Hamlets as P1 or P2 would be cheating imo
by tadpol
July 31st, 2012, 10:16 pm
Forum: Coder’s Corner
Topic: Exercises in Formula and Lua AI and AI-demos add-on feedback
Replies: 472
Views: 133446

Re: Exercises in Formula and Lua AI

grunt rush vs elves. turn 6. a multi-suicide attempt on my leader fails because an assassin takes a village before the combat starts. There is a unit that can't help with the kill in range of the village. The behavior on the left side didn't seem very clever. A wolf doesn't run at 1/4 hp vs 2 full h...
by tadpol
March 10th, 2012, 9:19 am
Forum: Faction & Era Development
Topic: The ideas of a Wesnoth Rebalance
Replies: 48
Views: 15206

Re: The Start of a New Era: Wesnoth Rebalance

The ladder is at http://wesnoth.gamingladder.info/ladder.php you can probably find someone high on the list camping the server at anytime. Also most of them have accounts here that you could pm. I'd suggest trying to be nice about it if you're going to be sending out unsolicited mail. If I was runni...
by tadpol
February 25th, 2012, 1:04 am
Forum: Multiplayer Development
Topic: (1.10) A New Land Classic 0.14.4
Replies: 33
Views: 11811

Re: (1.10) A New Land Classic 0.14.3

I was watching some people playing with anl extended on a map one of them made, and it came to my attention that the undead have no good options for fighting in large bodies of water. Ghosts are slow and expecive, blood bats are still not exactly powerful and also expecive, skeletons and quick adept...
by tadpol
February 8th, 2012, 9:09 pm
Forum: Ideas
Topic: [interface] unit advancement statistics
Replies: 0
Views: 658

[interface] unit advancement statistics

I'd like to see gold gained by level advancement in statistics. The idea is to reduce the things I have to look at to keep track of who has an economic advantage while watching replays. It might also be a fun figure for campaigns. I keep track of economics by adding current gold to recruits gold and...
by tadpol
December 12th, 2009, 6:45 am
Forum: Ideas
Topic: Viewable game without spying either side
Replies: 13
Views: 2955

Re: Viewable game without spying either side

I just did a check and don't see anything. But to be honest I'm a little intimidated by the bugreport system, and would not be surprised if I wasn't looking in the right way. I just though the other thread covered about the same thing, so might be worth having on hand. It also occurs to me I wouldn'...
by tadpol
December 11th, 2009, 8:46 pm
Forum: Ideas
Topic: Viewable game without spying either side
Replies: 13
Views: 2955

Re: Viewable game without spying either side

would password protecting observers be a good enough solution? It doesn't guard fog, but stops you from having to save/load for dc in non-observer games. http://www.wesnoth.org/forum/viewtopic.php?f=12&t=26492 There has been some (mostly positive) discussion of that, only with out any conclusion...
by tadpol
November 14th, 2009, 10:09 am
Forum: Multiplayer Development
Topic: Conquest 1.0 - Now on the 1.6 Add-on Server
Replies: 184
Views: 43118

Re: Conquest 1.0 - Now on the 1.6 Add-on Server

Several hosts (mostly from seat 1 at least one from last seat) routinely set a bonus of +1 per player before you. Several other hosts (I've only seen in seat 1) call all such talk heresy. I'd be interested to hear anyones thoughts on income bonus to later players.
by tadpol
February 28th, 2007, 11:58 pm
Forum: Strategies & Tips
Topic: Unit Choice doesn't matter
Replies: 28
Views: 7260

how fast you can seize villages vs. overall combat power. This is an important thing to concider in recuiting but I'm still skeptical that there is a perticular best plan for a map. I think there are several viable plans for victory along the lines of gain control of something important (like tempo...
by tadpol
February 28th, 2007, 5:21 am
Forum: Strategies & Tips
Topic: Unit Choice doesn't matter
Replies: 28
Views: 7260

the "ideal" strategy (which every map does have for every faction), I'm inclined to disagree, and I can't think of a solid test to prove you right. I would expect the playing styles of the players involved to make a difference in which side plays offence where, which should make different...