Search found 250 matches
- May 23rd, 2008, 10:51 pm
- Forum: Ideas
- Topic: Dungeons and Dragons rule-set, and battle system.
- Replies: 23
- Views: 6349
Re: Dungeons and Dragons rule-set, and battle system.
The easy part would be simulating a dX. The hard part is splitting the turn up among units according to "Initiative". But I really think this is the bit that could be focused on.
Re: Quimera
A chimera (I think "qimera" is a transliteration thing, and not necessarily wrong) would be a very interesting modification, if it incorporated three different (very different) attacks.
- May 22nd, 2008, 5:39 am
- Forum: Ideas
- Topic: Dungeons and Dragons rule-set, and battle system.
- Replies: 23
- Views: 6349
Re: Dungeons and Dragons rule-set, and battle system.
Implementing initiative "rolls", although a hefty change, would be interesting to observe. I'd definitely be interested in seeing that explored. Anybody know how to hard-code that?
- May 19th, 2008, 10:12 pm
- Forum: Ideas
- Topic: Dungeons and Dragons rule-set, and battle system.
- Replies: 23
- Views: 6349
Re: Dungeons and Dragons rule-set, and battle system.
I'm sure that everyone will agree the Dungeons and Dragons battle system is a time tested masterpiece. Really? It's certainly time tested, but hardly a masterpiece. I hate the D&D battle system. It uses an awkward chance to hit system based in 5% intervals (d20) in which armor and Dexterity dra...
- May 19th, 2008, 5:42 pm
- Forum: Ideas
- Topic: Dungeons and Dragons rule-set, and battle system.
- Replies: 23
- Views: 6349
Re: Dungeons and Dragons rule-set, and battle system.
How does the combat system differ from regular D&D combat? Because that combat seems much more complex than Wesnoth, and obviously more RPG-ish.
- May 18th, 2008, 4:17 am
- Forum: Users’ Forum
- Topic: Putting Leader self-preservation into the AI
- Replies: 22
- Views: 6210
Re: Putting Leader self-preservation into the AI
That's because machines evaluate. They don't conceptualize.Sangel wrote: Damn. AI is hard.
- May 18th, 2008, 4:14 am
- Forum: Ideas
- Topic: New Unit- Bomber
- Replies: 8
- Views: 2800
Re: New Unit- Bomber
I could see this as a UMC material thing. Maybe for elves? Sage of Light MP: 8 HP: 35 Skirmisher Melee Attack: Staff 3-2 Melee Attack: Lightbeam (arcane, magical, final) 40-1...maybe utilize accuracy bonus? 80%? An elf who has become so close to the light that they can summon a great amount of its p...
- May 18th, 2008, 4:04 am
- Forum: Scenario & Campaign Development
- Topic: Of different approaches to scenario design
- Replies: 24
- Views: 5439
Re: Of different approaches to scenario design
Playing through the mini-Ooze campaign, the final battle has a number of tomato surprises...but except for the last, they add to the feel of a chaotic battle. The enemy just keeps coming, and they toss curveballs at you to keep you on your feet. I kinda like it.
- May 17th, 2008, 8:36 pm
- Forum: Ideas
- Topic: New Undead Faction Line: Embalmer
- Replies: 25
- Views: 5609
Re: New Undead Faction Line: Embalmer
I dunno...it sounds like an interesting twist on RIPLIB. Maybe you could WML a lesser poison special? So, let's say it's a heal +2 and lesser poison (say, -4 HP), and then it levels up into heal +4 only or full poison.
- May 17th, 2008, 8:33 pm
- Forum: Ideas
- Topic: New monster "line": Corpse Moth and Corpse Worm
- Replies: 14
- Views: 3606
Re: New monster "line": Corpse Moth and Corpse Worm
So you'd give skirmisher to the corpse worm? Mmm...for a unit with plague, I think that's far too overpowered. I mean, that would mean you've got an assassin zombie-maker, essentially. And yeah, the moth is far inferior. Maybe if you switched them, and removed the slow from the Silk Spray? Try it ou...
- May 16th, 2008, 5:40 pm
- Forum: Ideas
- Topic: New trait for dwarves : fast-gunner
- Replies: 19
- Views: 5566
Re: New trait for dwarves : fast-gunner
To be quite honest, when I first started playing, and realized there was such a thing as "first-strike" via the spearman - and was subsequently introduced to the thunderstick weilding-dwarves, i just assumed they'd also have first strike, but for range. I was very wrong. AFAIK, Vicza is r...
- May 16th, 2008, 5:36 pm
- Forum: Users’ Forum
- Topic: Luck in Wesnoth: Rationale
- Replies: 128
- Views: 191777
Re: Luck in Wesnoth: Rationale
Polarizing (as in all-or-none (0/18) as compared to more numerous outcomes like 0/9/9/18) is neither good nor bad; it's just a part of the factional strategy/balance, and how you adapt to it. A good example is how poachers and thunderers differ in damage dealt against ghosts. Right, and I also thin...
- May 15th, 2008, 8:43 pm
- Forum: Ideas
- Topic: New trait for dwarves : fast-gunner
- Replies: 19
- Views: 5566
Re: New trait for dwarves : fast-gunner
WINR, it works both ways. As far as the mechanic goes, I love the idea of adding firststrike into some of the thunderer line, for the ranged attacks only. It would be a first (a ranged firststrike), and it would give them a distinct flavor (being able to shoot first). I don't think it would unbalanc...
- May 15th, 2008, 5:10 am
- Forum: Users’ Forum
- Topic: Luck in Wesnoth: Rationale
- Replies: 128
- Views: 191777
Re: Luck in Wesnoth: Rationale
The reason why it would be such a fundamental change is because in the current scenario, more rides on each strike. Instead of having two strikes with a 50% chance to hit, each with a damage of 9, you have one strike with a 50% chance to hit, with a damage of 18. The first breaks down as such... 0 d...
- May 15th, 2008, 1:19 am
- Forum: Users’ Forum
- Topic: Some questions about some units
- Replies: 17
- Views: 4801
Re: Some questions about some units
Jellyfish are made up of water for over 95%, are they alive? And the human body consists of around 80% of water when we are born. So what do you say, are we alive or living pools of water with some carbon mixed into it? The issue, I think, is the "magical animation" aspect, not the substa...