Search found 53 matches
- February 17th, 2006, 10:57 pm
- Forum: Multiplayer Development
- Topic: The Multiplayer Map Reader's Digest
- Replies: 168
- Views: 55625
Your leader's movement is a part of that particular unit's balance. I think you might want to reread what I wrote above, and consider the Drakes example. (I'd explain further but I have to leave, and may be gone for up to 5 days....) If you still don't understand what I mean, Shadowdweller, someone...
- February 16th, 2006, 11:31 pm
- Forum: Multiplayer Development
- Topic: The Multiplayer Map Reader's Digest
- Replies: 168
- Views: 55625
It may strike you as unusual, but it is in fact a balancing tool, intended to slow down the first player. Historically, the P1 advantage on this map has been a huge problem, and it is only this most recent version that really puts the lid on the remainder of these issues. I can accept use as a P1 v...
- February 15th, 2006, 1:23 am
- Forum: Multiplayer Development
- Topic: The Multiplayer Map Reader's Digest
- Replies: 168
- Views: 55625
Just downloaded 1.1.1 a few days ago and noticed something about Charge: The villages have been moved to the point that the nearest is now six spaces away from the castle of side 1. A few leader types can make this after turn one recruiting (i.e. Elvish Archers, Drakes, Orcish Slayers) but most cann...
- February 14th, 2006, 6:46 am
- Forum: Music & Sound Development
- Topic: Entangle sound effect question
- Replies: 1
- Views: 1507
Entangle sound effect question
Not completely sure this is the right forum, but...what ever happened to the sound effects for the Elvish Shaman's entangle attack in the 1.1.x line?
- February 11th, 2006, 2:41 am
- Forum: Technical Support
- Topic: wesnoth 1.0.2 doesn't work with win 98 se
- Replies: 3
- Views: 1095
Re: wesnoth 1.0.2 doesn't work with win 98 se
The system is win 98 SE. Is this windows too old for actual version? I'm new and haven't played wesnoth before. My friend has win XP and the game runs properly Thank you for help :D The system definitely is not too old, seeing as how it's what I use. How does it crash? Do you receive any error mess...
- February 10th, 2006, 6:22 pm
- Forum: Strategies & Tips
- Topic: Is this a good defensive strategy?
- Replies: 13
- Views: 3371
Re: Is this a good defensive strategy?
Usually, when I am playing either Undead or Alliance of Darkness, my defensive part (If I have enough money) is to surround my whole castle with several layers of Walking Dead. Is this a good defensive strategy, and if not, are there any alternatives? Not so great. You have to strike a balance betw...
- February 4th, 2006, 7:23 am
- Forum: Ideas
- Topic: Help File Expansion idea
- Replies: 0
- Views: 388
Help File Expansion idea
Maybe include the recruitment costs in the in-game unit helpfiles? Would be nice to have that information readily available.
- January 30th, 2006, 7:38 am
- Forum: Multiplayer Development
- Topic: Discland map (from JMT) - UPDATED
- Replies: 3
- Views: 1426
- January 28th, 2006, 6:34 pm
- Forum: Multiplayer Development
- Topic: Discland map (from JMT) - UPDATED
- Replies: 3
- Views: 1426
- January 28th, 2006, 6:08 pm
- Forum: Multiplayer Development
- Topic: Discland map (from JMT) - UPDATED
- Replies: 3
- Views: 1426
Discland map (from JMT) - UPDATED
Might or might not have been someone interested in this map, so here it is. Standard small, 4-player. Intended to be played in teams 1/3 vs 2/4. Balance notes: Three villages per quadrant in addition to two flanking villages and one central village. Due to spacing and turn order, players 1 and 2 sho...
- January 28th, 2006, 5:55 pm
- Forum: Multiplayer Development
- Topic: "Void" or "Shroud" space question
- Replies: 6
- Views: 1584
- January 28th, 2006, 12:00 pm
- Forum: Multiplayer Development
- Topic: "Void" or "Shroud" space question
- Replies: 6
- Views: 1584
"Void" or "Shroud" space question
How does one place these in a map?
I'm talking specifically about spaces that cannot be entered, such as those in the recently changed Charge map. (I want something that looks different from cave walls).
I'm talking specifically about spaces that cannot be entered, such as those in the recently changed Charge map. (I want something that looks different from cave walls).
- January 17th, 2006, 12:14 pm
- Forum: Multiplayer Development
- Topic: Balance in 1.1: Knalgans have been overnerfed
- Replies: 3
- Views: 1204
Re: Balance in 1.1: Knalgans have been overnerfed
Dwarvish Guardsman: Despite seeing relatively frequent use in MP, this is actually (IMO) one of the game's more worthless units. It carries an exhorbitant price of 19g, has FEWER hit points than the fighter, Correction: Since they've automatically got the resilient trait, they actually have 3 MORE ...
- January 17th, 2006, 8:51 am
- Forum: Multiplayer Development
- Topic: Balance in 1.1: Knalgans have been overnerfed
- Replies: 3
- Views: 1204
Balance in 1.1: Knalgans have been overnerfed
Warning: Long-winded and wordy I fully recognize that the faction was on the overstrong side around 1.0. However, I've been playing through a number of games in 1.1 and I've come to the conclusion that the knalgan faction has been weakened too much. Some of the changes and discussions listed below a...
- January 12th, 2006, 6:37 am
- Forum: Strategies & Tips
- Topic: Should horse based units have the skrimmisher ability?
- Replies: 64
- Views: 12633
Lances are practically useless in real combat. Their main use, historically, was in duels and competitions. While I hesitate to make judgements on the accuracy of the first statement, historically there have been PLENTY of military units that primarily relied upon the lance. As no doubt a quick int...