Search found 2570 matches
- June 15th, 2007, 7:32 pm
- Forum: Ideas
- Topic: Allow ranged attack mid-move (hit & run)
- Replies: 8
- Views: 2410
Previously there have been proposed having a hit-and-run style ability for units, but it hasn't been implemented. While it might superficially seem like this is only appropriate for ranged units, I am not sure that I agree. It might make a lot of sense for melee units that attack while on the move, ...
- June 15th, 2007, 7:22 pm
- Forum: Developers’ Discussions
- Topic: Black lines of can't get there from here...
- Replies: 2
- Views: 4526
Black lines of can't get there from here...
Well testing Alink's patch I noticed a bug and it caused me to think a little about the whole striped background interface. First, the bug: If I have a unit >1 hex away from an enemy unit and I select my unit than the enemy unit's hex is displayed with the darken image over it. If my unit is instead...
- June 15th, 2007, 7:00 pm
- Forum: Art Contributions
- Topic: New Stone Path Tile
- Replies: 66
- Views: 24101
I like it but it almost seems a little too green. It is like there is some thin green liquid lying above the stones. I would prefer it if the stones were less green and more greyish( or possibly white) and the green was limited more to the spaces between the stones and possibly th bottom portions of...
- June 15th, 2007, 5:14 pm
- Forum: Ideas
- Topic: new name for soul shooter
- Replies: 141
- Views: 29806
- June 15th, 2007, 3:35 am
- Forum: Users’ Forum
- Topic: FreeCiv or Wesnoth?
- Replies: 25
- Views: 11728
- June 15th, 2007, 3:29 am
- Forum: Developers’ Discussions
- Topic: Select attack direction at close range.
- Replies: 4
- Views: 5232
Personally I like the new system. Really for a hex clicker, the only difference is if his unit starts the turn off next to the enemy he is going to attack. If he doesn't, and he clicks his unit, the hex he wants to attack from, then the only direction that his unit can now attack from is the one he ...
- June 15th, 2007, 3:24 am
- Forum: Ideas
- Topic: team= vs enemy=
- Replies: 9
- Views: 2672
- June 14th, 2007, 3:46 pm
- Forum: Ideas
- Topic: Impoved pathing algorithm
- Replies: 5
- Views: 2389
The current algorithm is very simple. In the future, there will be an AI that will have various WML configurable ways to adjust how it chooses to move units and so should be able to do some more sophisticated path finding than is currently possible. That said, I don't have any intention on making th...
- June 13th, 2007, 6:35 pm
- Forum: Users’ Forum
- Topic: movement selection in 1.3.2
- Replies: 14
- Views: 4030
I'd be very happy to have someone who is annoyed by this fiddle around with the image and come up with something better that works well in all terrains. Until somebody does that, complaining about it will not do any good. So put your mice where your fingers are and come up with an image to replace i...
- June 12th, 2007, 5:38 pm
- Forum: Coder’s Corner
- Topic: Evil WML to test against for data structure consistency
- Replies: 2
- Views: 1917
- June 12th, 2007, 3:31 pm
- Forum: Ideas
- Topic: new name for soul shooter
- Replies: 141
- Views: 29806
- June 12th, 2007, 3:28 pm
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 374053
As the big (;)) anti-biggerism proponent, here is my measurement after shifting the images to actually be aligned at the feet and red lines for ease of visualization.based upon foot-to eye height: The Elf has 34 pixels from foot bottom to eye-TOP. The human has 36 pixels. The skeleton has 38 or 39 d...
- June 12th, 2007, 12:18 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 446438
Another undead type idle animation that is not suitable to other types is the whole falling to pieces and reassemble. We have one already with the head roll and throw of the skeleton archer, but there are other variations, like hand dropping off and running around before hopping back on...etc... the...
- June 12th, 2007, 3:27 am
- Forum: Coder’s Corner
- Topic: How unit_map should work
- Replies: 8
- Views: 4788
Personally, I think if the unit changes location, or a new unit is put into an old unit's location, it is better to have the iterator find where the old unit has moved to than to have it find the new unit occupying the same location. This could be done using the description tag (or an index associat...
- June 12th, 2007, 12:20 am
- Forum: Ideas
- Topic: new name for soul shooter
- Replies: 141
- Views: 29806