Search found 466 matches
- November 25th, 2010, 1:01 pm
- Forum: Multiplayer Development
- Topic: New map: Clash in the valley (4P)
- Replies: 10
- Views: 2462
Re: New map: Clash in the valley (4P)
Thanks for the replay reepurr. I'll review it after I build a more recent version of the game.
- November 23rd, 2010, 12:53 pm
- Forum: Multiplayer Development
- Topic: New map: Clash in the valley (4P)
- Replies: 10
- Views: 2462
Re: New map: Clash in the valley (4P)
Thanks for the tip, Velensk.
Now that I look at it, the version of Wesnoth I have installed is quite old (1.4.4 default in Debian stable) and hasn't got the "upload your add-on" option. That explains it
Now that I look at it, the version of Wesnoth I have installed is quite old (1.4.4 default in Debian stable) and hasn't got the "upload your add-on" option. That explains it
- November 22nd, 2010, 8:27 pm
- Forum: Multiplayer Development
- Topic: New map: Clash in the valley (4P)
- Replies: 10
- Views: 2462
Re: New map: Clash in the valley (4P)
You can critizise it, of course. It's just that since I've played it a lot and find it interesting in the way it is, I'm posting it here so anybody else who want to give it a try could. But that doesn't mean I'm close to new ideas. As for the Add.on server, is there a guide about how to post content...
- November 22nd, 2010, 12:55 pm
- Forum: Multiplayer Development
- Topic: New map: Clash in the valley (4P)
- Replies: 10
- Views: 2462
Re: New map: Clash in the valley (4P)
Hi Velensk. Quick question here, are you posting this looking for a balancing critique or are you simply posting it here for distribution? Either way, you might want to look at the sticky on designing multiplayer maps. I'm posting this map mainly for distribution. I checked the sticky topics before ...
- November 21st, 2010, 3:42 pm
- Forum: Multiplayer Development
- Topic: New map: Clash in the valley (4P)
- Replies: 10
- Views: 2462
Re: New map: Clash in the valley (4P)
Hi Reepurr. To reach an enemy player, you have to go through the tunnel which is a bottleneck. Bottlenecks basically force units into a funnel which can easily be defended by two lines of units rotating onto those conveniently located villages, resulting in a long and extremely boring stalemate. It'...
- November 20th, 2010, 7:53 pm
- Forum: Multiplayer Development
- Topic: New map: Clash in the valley (4P)
- Replies: 10
- Views: 2462
New map: Clash in the valley (4P)
Hi. New multiplayer map, four players, starting positions are clockwise. The map is symmetrical both vertically and horizontally. Each side starts in a good defensive position with villages, and work their way from there. I've played it with all the basic factions and is winnable and doesn't look un...
- April 11th, 2005, 12:08 pm
- Forum: Users’ Forum
- Topic: The Not Unbalanced Map Pack
- Replies: 30
- Views: 7218
- March 28th, 2005, 10:13 pm
- Forum: Art Contributions
- Topic: What d'ya think/Remake of the Barbarians
- Replies: 165
- Views: 37539
Should i animate my version to mimic those? Just if you like them. It's not a competition, or at least I don't see it that way. Posting different versions allow us to join the strong points of every image, improving the process and leading to better graphics overall. I just posted them so you can c...
- March 28th, 2005, 12:25 pm
- Forum: Art Contributions
- Topic: What d'ya think/Remake of the Barbarians
- Replies: 165
- Views: 37539
- March 28th, 2005, 12:12 pm
- Forum: Ideas
- Topic: cavalry vs pikemen
- Replies: 13
- Views: 3245
(hmm .. how does a six-foot-tall man, sitting on top of a horse that's at least five feet at the shoulder and using a four-foot-long sword, strike a three-foot-tall Goblin?) Crouching and pointing a bit down? I think it is fine to have horsemen with charging, because from a realistic point of view,...
- March 27th, 2005, 10:31 pm
- Forum: Art Contributions
- Topic: What d'ya think/Remake of the Barbarians
- Replies: 165
- Views: 37539
Hi. As always, I have little time to work on graphics, but still will work on the Marauders, since I gave word of it. But, given you are interested in working on them, I'll post tomorrow what I already have done so you can work further on them, or make better versions. The rest will come, eventually...
- March 24th, 2005, 4:49 pm
- Forum: Multiplayer Development
- Topic: Loyalists, alas...
- Replies: 16
- Views: 5728
Even if it can be a bit off-topic here, I would say that the problem is not specifically that Loyalists are underpowered, but rather recent balancing of other factions have made them overpowered, and so 'classic' factions, which have seen little to no balancing recently, are having problems to stay ...
- March 20th, 2005, 2:57 pm
- Forum: Ideas
- Topic: circle of arms
- Replies: 9
- Views: 2354
Re: circle of arms
Well, it also leads to different matters: Whenever two units share the same weapon type, and are attacked by the same weapon type, it must have the same effect on them, no? Imagine that the attacked units are: Heavy Infantry and Footpad against Sword (blade), Dwarvish Stalwart and Horseman against ...
- March 19th, 2005, 1:07 pm
- Forum: Ideas
- Topic: circle of arms
- Replies: 9
- Views: 2354
Re: circle of arms
A very similar game to Wesnoth called Fire Emblem (one version of which is on the Game Boy Advance) has a concept of a circle (triad, in that game) of arms. This is only for melee weapons, and does not affect ranged weapons like bows or magic. The way it works is that each weapon type is strong aga...
- March 16th, 2005, 1:35 pm
- Forum: Strategies & Tips
- Topic: Why are elves so popular?
- Replies: 71
- Views: 14849
Scouts are really weak - lvl2 Rider is just a fast version of fighter witch better ranged attack, but worse def in villages (btw why wolf rider has 60% in village?). To fight undeads you nedd day and mages with help of cheap fighters. Shamans are grat to block adepts too - slowed adept has only 10-...