Search found 11 matches

by starfury
January 14th, 2010, 6:12 pm
Forum: Users’ Forum
Topic: Problems with Gold and the Leveling System in BfW?
Replies: 60
Views: 12205

Re: Problems with Gold and the Leveling System in BfW?

Ideally, players only would be able to recruit the units IF they did not have them. As I am not familiar with the coding end of things, though, I do not know how difficult this would be to implement. Of course if it’s too difficult, then I guess the whole idea is a nonstarter. While this doesn't so...
by starfury
January 13th, 2010, 10:19 pm
Forum: Users’ Forum
Topic: Problems with Gold and the Leveling System in BfW?
Replies: 60
Views: 12205

Re: Problems with Gold and the Leveling System in BfW?

My point is that each scenario should be self contained and not depend on gold and level of units from previous scenarios. Again, this is not an easy/difficulty issue. Rather, it’s an issue of how success is achieved. As you mentioned in a previous post, this is really an issue of taste. People lik...
by starfury
April 12th, 2009, 6:34 pm
Forum: The Hammer of Thursagan
Topic: Scenario Review: THoT 12 - The Underlevels
Replies: 71
Views: 179731

Re: Scenario Review: THoT 12 - The Underlevels

(1) What difficulty levels have you played the scenario on? Normal, 1.6. (2) How difficult did you find the scenario? (1-10) 7 - Difficult at times to keep all the characters alive while fighting the numerically superior enemy. (3) How clear did you find the scenario objectives? Clear. (4) How clear...
by starfury
April 12th, 2009, 5:33 pm
Forum: The Hammer of Thursagan
Topic: Scenario Review: THoT 11 - The Court of Karrag
Replies: 22
Views: 25849

Re: Scenario Review: THoT 11 - The Court of Karrag

(1) What difficulty levels have you played the scenario on? Normal, 1.6 (2) How difficult did you find the scenario? (1-10) 1 - No real threat here, especially since Karrag doesn't attack on his turn (which I guess fits the illusion premise). (3) How clear did you find the scenario objectives? Clear...
by starfury
January 14th, 2009, 3:19 am
Forum: Art Contributions
Topic: Terrain tiling [Dirt for a change]
Replies: 126
Views: 30674

Re: Terrain tiling is not dead.

Do you mean waves (lapping water, animated on individual tiles) or tides (gross movement of sea edges expanding and contracting over tiles between turns)? They're both possible, of course, but that latter can already be accomplished with WML. And I think both are good ideas, tbh. The former would h...
by starfury
January 11th, 2009, 10:51 pm
Forum: Technical Support
Topic: 1.5.7 dialogue bug
Replies: 2
Views: 899

1.5.7 dialogue bug

Windows version 1.5.7 running in windowed mode. Some dialogue is lost in both Tutorial 2 and the first mission in A Tale of Two Brothers. It seems that the dialogue in question is being automatically dismissed, as sometimes it appears to pop up and disappear immediately, while other times I don't se...
by starfury
January 11th, 2009, 8:16 pm
Forum: Tutorial
Topic: Wesnoth Tutorial: Part II
Replies: 24
Views: 37944

Re: Scenario Review - Tutorial Part II

When moving to take the east village, the fighter recalled to 12,3 is capable of moving past the range specified for the next instruction event (line 959 in the 1.5.7 WML), and will end up in 17,5 if multi-turn move is used. Edit to add: Perhaps it would be better for the ZoC explanation to specific...
by starfury
May 26th, 2008, 10:34 pm
Forum: Scenario & Campaign Development
Topic: Of different approaches to scenario design
Replies: 24
Views: 5514

Re: Of different approaches to scenario design

You might insert a turn between the one second oponent got beaten and the one ally switches sides in which he stands idle/tries to retreat/starts to avoid fighting altogether to allow player noticing that something is off even without the adviser. Since this is not obvious to implement (a lot of tw...
by starfury
May 6th, 2008, 11:02 pm
Forum: Ideas
Topic: More info in sidebar
Replies: 16
Views: 4132

Re: More info in sidebar

I think filling empty spaces with more information isn't a very good idea. I do however believe certain crucial information could be accessible more intuitively. How is a player to know resistances for a unit are available by hovering a certain spot in the side panel? Now that I know of the easy wa...
by starfury
May 6th, 2008, 12:10 am
Forum: Ideas
Topic: More info in sidebar
Replies: 16
Views: 4132

More info in sidebar

I thought I'd make this separate from the Statistics per unit thread since that seems to be moving away from what to do with the sidebar, so here's the post that got me thinking: It would be nice to view detailed statistics/logs per unit, but I think the right place for this is after the scenario (a...
by starfury
April 30th, 2008, 12:10 am
Forum: Ideas
Topic: reducing save/loading
Replies: 30
Views: 5446

Re: reducing save/loading

I still think that the learning process is prolonged a lot, because the difference between good moves and bad moves is often hidden by the rng rolls. I still think, that a possibility to compare different strategies without cheating (rng rerolls) would be a good idea. Actually, this isn't true. Whi...