Search found 105 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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" [...
- 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...
- 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.
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.
- 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...
- 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...
- 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]