Search found 250 matches
- May 13th, 2008, 6:46 pm
- Forum: Scenario & Campaign Development
- Topic: Of different approaches to scenario design
- Replies: 24
- Views: 4396
Re: Of different approaches to scenario design
The Heist is a campaign that manages to play around with standard victory conditions, quite well. Although one or two scenarios there are rather frustrating to figure out, they're rather puzzles in their own right.
- May 12th, 2008, 9:36 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Glory in Blood
- Replies: 17
- Views: 7029
Re: Campaign: Glory in Blood
This time around, I'm really aiming to get this done. But I'm getting errors already. Can somebody tell me just what I'm doing wrong? I'm getting a "map not found" error.
- May 12th, 2008, 9:03 pm
- Forum: Users’ Forum
- Topic: Putting Leader self-preservation into the AI
- Replies: 22
- Views: 5285
Re: Putting Leader self-preservation into the AI
I think that the problem lies not in the computer's absolutes, but the inability of humans to express the processes by which they function. "If a must-live guy is in danger then run." I think is a good principle for the AI to go by. What must be defined: danger: brute force the list of un...
- May 11th, 2008, 6:19 pm
- Forum: Ideas
- Topic: [stats] xp and gold
- Replies: 3
- Views: 1268
Re: [stats] xp and gold
Isn't this floating around here somewhere else?
- May 10th, 2008, 4:00 pm
- Forum: Ideas
- Topic: Match Statistic (Final Report)
- Replies: 7
- Views: 1734
Re: Match Statistic (Final Report)
Some of those ideas, though, are more functional than fun. Which wasn't really the point of the OP, I think. Something like "Unit of the Match" has much less practical use than a listing of all the units, and their kills/xp gain/whatever. But it's entertaining, because it reminds us of our...
- May 9th, 2008, 6:14 pm
- Forum: Ideas
- Topic: Match Statistic (Final Report)
- Replies: 7
- Views: 1734
Re: Match Statistic (Final Report)
I concur, these would be fun "flavor" statistics to have. Not completely useful, but very fun.
- May 6th, 2008, 9:24 pm
- Forum: Users’ Forum
- Topic: THoT, why heal?
- Replies: 6
- Views: 2212
Re: THoT, why heal?
Hey, +4 healing is nice, I'm not complaining.
- May 6th, 2008, 5:47 pm
- Forum: Scenario & Campaign Development
- Topic: Of different approaches to scenario design
- Replies: 24
- Views: 4396
Re: Of different approaches to scenario design
For those 'tomatos'-rich scenarios, I think that it is in most cases obvious that there will be surprises. It's just that you don't know where and when the surprises will come. So in my opinion, this is a matter of risk-managing, i.e.To prepare youself against these risks. To a certain extent, this...
- May 3rd, 2008, 8:19 pm
- Forum: Ideas
- Topic: A few simple ideas
- Replies: 34
- Views: 5233
Re: A few simple ideas
So one shouldn't be so hasty with rejecting concepts that are related to the game (we got leveling and items already) and add more tactical depth. Adding a single inventory slot so you can drop those items or give them to other units and adding a few more items doesn't seem like it would change gam...
- May 2nd, 2008, 4:24 am
- Forum: Ideas
- Topic: A few simple ideas
- Replies: 34
- Views: 5233
Re: A few simple ideas
Hmm...as far as items go, the consensus is that making items a regular part of the game turns it from a tactical game into more of an RPG. The basic idea is to keep a balance. So items, except for a few rare things like the Holy Water and Trident mentioned, are generally not a mainstay of Wesnoth. I...
- May 2nd, 2008, 4:02 am
- Forum: Users’ Forum
- Topic: Damaging strikes
- Replies: 9
- Views: 1816
Re: Damaging strikes
On the other hand, high-damage, single strike units gain more and lose more based on time of day, and gain more benefit from leadership. How come? The composite bonuses on each separate strike should mean that this applies equally to multi-strike units. Check this... 4-4 vs. 8-2 (16 damage/16 damag...
- April 25th, 2008, 4:27 pm
- Forum: Users’ Forum
- Topic: Contemplating the RNG...
- Replies: 13
- Views: 2576
Re: Contemplating the RNG...
The actual odds of flipping a coin and getting three heads in a row is 1/8. 10 heads, 1/1024. 20 heads, 1/1,048,576. I call that highly unlikely. It will happen, if you run the thing for thousands, or millions, of iterations. But not a lot of times. And I get the feeling that runs are happening a lo...
- April 25th, 2008, 6:18 am
- Forum: Users’ Forum
- Topic: Contemplating the RNG...
- Replies: 13
- Views: 2576
Contemplating the RNG...
So I'd just experienced one of my luckiest RNG occurrences. One of my guys, absolutely down to almost no health, gets totally missed by three Orcish Grunts, and levels up by killing all of them off. That's when I realized just how powerful the RNG is...and just what the problem might be. Is it possi...
- April 25th, 2008, 5:34 am
- Forum: Users’ Forum
- Topic: Can not download the game or connect to server in China
- Replies: 19
- Views: 3597
Re: Can not download the game or connect to server in China
Oy, I'd forgotten just how bad the government was about stuff like that.
- April 23rd, 2008, 3:43 pm
- Forum: An Orcish Incursion
- Topic: Scenario 2: Assassins
- Replies: 43
- Views: 21751
Re: Scenario Review: AOI 2 - Assassins
(7) What, if any, are changes you would have made to the scenario to make it more fun? I really like the idea of an "advanced tutorial", with these hints in every mission. However, in this scenario the hint is about assassins and their poison, so I expect at least a few Poison-Units (besi...