Search found 50 matches

by theCAS
September 16th, 2006, 10:16 am
Forum: Ideas
Topic: Pierce damage types, revisited
Replies: 23
Views: 3171

I think that most of damage type problems can be solved using CTH modifier for ranged attacks. Example Skeleton ranged: 30% (increase its defense by 30% to a maximum of 80%) pierce: 10% Attacking a skeleton with arrows (ranged, pierce) gives slightly less damage but also makes it harder to hit. Atta...
by theCAS
July 5th, 2006, 8:06 am
Forum: WML Workshop
Topic: Proposed radical WML changes
Replies: 21
Views: 4006

[event type="onScenarioEnd"] [IF isVictory==1] [THEN] [FOR unit=side[1].units] [IF unit.type.name=='Merman'] [ADD side[1].storedunits]unit[/ADD]//add item to an array [REMOVE side[1].units]unit[/REMOVE]//remove item from an array [/IF] [/FOR] [/THEN] [/IF] [/event] Better? We can formalize a new pr...
by theCAS
July 4th, 2006, 5:13 pm
Forum: WML Workshop
Topic: Proposed radical WML changes
Replies: 21
Views: 4006

[message] unit=Leader Merman## this is like 'description=Leader Merman' message= _"We must leave now" [/message] [for unit=side[1].unit] [if unit.type.name="Merman"] [then] unit.hex=NULL [/then] [/if] [/for] Or maybe to keep an object approach: [event type="onScenarioEnd"] [IF isVictory==1] [THEN] ...
by theCAS
July 4th, 2006, 4:50 pm
Forum: WML Workshop
Topic: Proposed radical WML changes
Replies: 21
Views: 4006

By 'functions', do you mean that values are written in between parentheses, for example [event type="onTurn(1,1)"] Mmmh, actually the values in the paranthesis are passed by the game engine. For example, on turn five of side 3 do something [event type="onTurn"] [IF side==1 AND turn==5] [THEN] {CODE...
by theCAS
July 4th, 2006, 11:15 am
Forum: WML Workshop
Topic: Proposed radical WML changes
Replies: 21
Views: 4006

What you suggest sounds like we would have to rewrite every single scenario, in which case I ask, why not just use an already-existing language? Well, I've always supported the use of an existing language instead of WML but there isn't a general consensus. If we decide to do that we could simply re...
by theCAS
July 4th, 2006, 10:30 am
Forum: WML Workshop
Topic: Proposed radical WML changes
Replies: 21
Views: 4006

Don't you need [event type='onDie'] [if]killed.StoneOfResurrection==1[/if] [then] killed.hitpoints=killed.maxhitpoints/2 killed.StoneOfResurrection=NULL [/then] [else] [do_event /] [/else] [/event] then? (BTW, why does [/if] occur before [then]?) Of course, you are right, my mistake(s).
by theCAS
July 3rd, 2006, 10:21 pm
Forum: WML Workshop
Topic: Proposed radical WML changes
Replies: 21
Views: 4006

Since WML is becoming a programming language we might use a more compact and orthodox syntax. Example, ability get gold for every unit killed based on level: [EVENT type='onDie'] [IF]killer.weapon.ability=='CorpseRobber'[/IF] [THEN]killer.side.gold+=killed.level[/THEN] [DOEVENT /] [/EVENT] Note the ...
by theCAS
May 15th, 2006, 4:17 pm
Forum: Ideas
Topic: About piercing attacks
Replies: 39
Views: 6443

My proposal. Divide piercing damage in 2 classes: 1) puncture (daggers, arrows, bullets...). 2) impaling (polearms, lances...) AND introduce a new modifier that changes unit defense on terrain when attacked with a ranged weapon. Example Skeleton puncture: -20% impaling: 10% ranged: 120% The skeleton...
by theCAS
January 29th, 2006, 3:02 pm
Forum: Developers’ Discussions
Topic: My analysis of humanoid unit resistances/armor/HP
Replies: 38
Views: 12681

Actually that idea came to me somewhat as well. I was thinking more like units heal more in villages per turn as they level up. Something like this would probably work: 8, 12, 16. Poison could stay the same to represent an overall increase in resiliance. This may also be appropriate for regeneratio...
by theCAS
January 28th, 2006, 11:21 pm
Forum: Developers’ Discussions
Topic: My analysis of humanoid unit resistances/armor/HP
Replies: 38
Views: 12681

In fact, HP is +/- a sort of hidden healing/poison resistance. Two (minor, i think) modifications to game engine would eliminate the problem and allow much more flexibility: custom poison resistance and healing rate for each unit. This way we can get rid of some incongruence of Wesnoth, like self-r...
by theCAS
October 13th, 2005, 5:52 pm
Forum: Music & Sound Development
Topic: Game polishing: sound on advancement
Replies: 21
Views: 5594

Can it be made customizable? We can make a troll growl as it levels or a knight yell.
by theCAS
October 3rd, 2005, 7:51 pm
Forum: Ideas
Topic: New abilities to increase flexibility
Replies: 13
Views: 2441

I actually have an idea to allow units to carry snippets of event WML around with them in the unit cfg file, which in the long run would be better than hard coding tons of abilities... but portability is a good reason for the mercenary ability. That can be an excellent improvement. Maybe it would b...
by theCAS
October 3rd, 2005, 7:46 pm
Forum: Users’ Forum
Topic: 1.0 congratulatory thread
Replies: 61
Views: 17624

So you did it :)

This is one of the few open-source game project to violate the 90% rule, it's a great achievement for the developers and a living proof that os games have a bright future before them.

Congratulations!
by theCAS
October 3rd, 2005, 5:06 pm
Forum: Ideas
Topic: New abilities to increase flexibility
Replies: 13
Views: 2441

I these ideas are awesome. Seriously. Thanks ;) The second one I don't like as much. I think it will be abused and introduced into normal gameplay. I do not support undeads not being healed by villages. Well the point of my thread is that sometimes abilities does not get implemented because they ca...
by theCAS
October 3rd, 2005, 11:34 am
Forum: Ideas
Topic: New abilities to increase flexibility
Replies: 13
Views: 2441

New abilities to increase flexibility

I think that some abilities, even if overpowered for general use, can be extremely useful in special cases. Autodidact : unit gains 1 XP per level if it does nothing (0 level units gain 1 XP per turn). Possible uses: 1) increase build time. Right now every unit is built in just one turn, but if we d...