Search found 250 matches

by CarpeGuitarrem
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.
by CarpeGuitarrem
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.
by CarpeGuitarrem
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...
by CarpeGuitarrem
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?
by CarpeGuitarrem
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...
by CarpeGuitarrem
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.
by CarpeGuitarrem
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.
by CarpeGuitarrem
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...
by CarpeGuitarrem
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...
by CarpeGuitarrem
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...
by CarpeGuitarrem
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...
by CarpeGuitarrem
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...
by CarpeGuitarrem
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...
by CarpeGuitarrem
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.
by CarpeGuitarrem
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...