Search found 105 matches

by MoonyDragon
April 15th, 2020, 1:16 pm
Forum: Writers’ Forum
Topic: Dunefolk Lore - Consolidation
Replies: 80
Views: 10511

Re: Dunefolk Lore - Consolidation

Hi, since the 'official' lore of the dunefolk is still being worked on, I'd like to offer some some ideas/inspiration from their portrayal in my campaign 'Palms amid Blue Dunes', which are somewhat distinct from what is currently agreed upon. Feel free to accept/reject/discuss any aspect of the foll...
by MoonyDragon
April 14th, 2020, 4:33 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Hi, being inspired by DuneFolk & Palms amid Blue Dunes, just made SP map. Actually, this is exactly how I started making my campaign xD I admired revansurik and especially his campaign 'Soldier of Wesnoth', as it was the first campaign I encountered that featured a topical climate. The rain and...
by MoonyDragon
April 7th, 2020, 4:30 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Having so many so strong ships makes the game unbalanced a bit. For instance, All Enemies afraid to attack Flagship! I would limit amount of ships to 2 Caravels, otherwise, actually there is no use to make your own ships as well as, you know, it is so ego-friendly to develop your own Flagship! but ...
by MoonyDragon
April 6th, 2020, 4:11 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Hello everyone, I am glad to introduce the campaign "Palms amid Blue Dunes" Hi, I play this game many years, but only now I just registered here and only to say that I am very happy with your campaign: You have incomparably sense of beauty level, so were able to make extremely good design...
by MoonyDragon
March 27th, 2020, 6:10 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Hi there, first: nice campaign so far. just found it and tried on normal difficulty. sometimes it tends to look hopeless but is not really, so the first scenarios feel nicely balanced now. those ship supported island battles are interesting. but then i was lead into a feral jungle. lead - until the...
by MoonyDragon
March 17th, 2020, 9:24 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Version 1.1.0 has been released! This update aims at balancing the first six scenarios and enhancing the gameplay experience. Among other things, I reworked 05 and 06 to include navigable waters and have nerfed some monsters. Because only the first six scenarios are properly balanced, I included a ...
by MoonyDragon
March 17th, 2020, 8:07 am
Forum: Multiplayer Development
Topic: game balance
Replies: 11
Views: 2207

Re: game balance

I see, so i should analyze how units perform on their current factions, instead of comparing units individually? because if we compare units like the dark adept and the mage i think the adept is a stronger unit, if one side just recruit mages and the other just recruit adepts the adepts whoul win b...
by MoonyDragon
March 16th, 2020, 11:36 am
Forum: WML Workshop
Topic: Victory when last enemy unit dies
Replies: 2
Views: 540

Re: Victory when last enemy unit dies

Hi Kratoz94, The enemies defeated event is sufficient to achieve your goal. It fires when all sides that are not considered "defeated" are allied. The conditions for when a side is considered "defeated" are specified in the [side] tag, defaulting to the loss of all its leaders. T...
by MoonyDragon
March 14th, 2020, 12:49 pm
Forum: Multiplayer Development
Topic: game balance
Replies: 11
Views: 2207

Re: game balance

the mage is too expensive, he deals a lot of dmg but he is so frail, he should have the same hp and price as an adept The mage is a unit that has 1. high damage, while being 2. reliable in order to fulfill his role in bursting enemies from highly defensible positions. To prevent the mage from makin...
by MoonyDragon
March 14th, 2020, 10:52 am
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

The inability of leaders to board ships is because messages are not displayed when the speaker is in a ship... Can't you just display message from the narrator in this case? Something like this: [if] [have_unit] id=leader [/have_unit] [then] [message] id=leader message= _ "Message text" [...
by MoonyDragon
March 2nd, 2020, 12:43 am
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

... I thank you for providing such extensive feedback! I appreciate it that your criticism touched both up- and downsides and you recognized that this campaign is still in its early, unpolished stage. I have to admit that so far, my tests consisted of mainly debugs rather than actual playtesting. I...
by MoonyDragon
March 1st, 2020, 10:25 pm
Forum: Scenario & Campaign Development
Topic: Palms amid Blue Dunes [Dunefolk Campaign]
Replies: 31
Views: 4482

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Version 1.0.5 has been released!

This is a rather small unit and code cleanup. But in the next updates, I will take on some of the larger problems concerning balance and gameplay experience.
by MoonyDragon
February 29th, 2020, 8:27 am
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 3799

Re: help for add-ons

It would be of great help if you specified what your code is supposed to do. As far as I understand, it's an event belonging to an attack that deals damage to multiple units around the defender. Well, I'll try to code that... EDIT: I reworked the code, which actually did nothing at all. it should wo...
by MoonyDragon
February 25th, 2020, 3:08 am
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 3799

Re: help for add-ons

But this one make ai can recruit them. Reviewing my ( admittedly tested only superficially... ) code after your reply, I discovered that side filter keys have to be inserted without a [filter_side] parent. This should work... [allow_recruit] controller=human type= # insert the human-specific recrui...
by MoonyDragon
February 24th, 2020, 4:52 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 3799

Re: help for add-ons

Almost. The second [event] tag is unnecessary, and at last time I checked, [filter_side] does work. [event] id=determine_human_recruits name=prestart [allow_recruit] [filter_side] controller=human [/filter_side] type= # insert the human-specific recruits here [/allow_recruit] [/event]