Search found 78 matches

by Doros
December 1st, 2004, 8:39 pm
Forum: Ideas
Topic: Option for a "Round" Map
Replies: 23
Views: 4485

Couldn't a map maker just code teleports on either side?
by Doros
December 1st, 2004, 8:36 pm
Forum: Ideas
Topic: Modification in level 1 Mages
Replies: 18
Views: 3374

Re: Modification in level 1 Mages

It's 5-4. However the Mage does more damage, has a better damage type, and has magical, which is very powerful. Oh dear. Last time I played HttT and actually looked at them they were 4-4. Not cost effective at lvl 1?? That's not the point! The point is that it levels to become incredibly powerful a...
by Doros
November 29th, 2004, 9:23 am
Forum: Strategies & Tips
Topic: Return to Wesnoth/Test of the Clans
Replies: 50
Views: 9716

The real trick is to finish Valley of Statues with lots of gold (200-300), so that you can just recall a bunch of powerful units. High level mages, grand knights, and level 3 elves are pretty nice here. Well.. I have. I've even had $397 in the start of RtW. But recruiting "a bunch of powerful ...
by Doros
November 29th, 2004, 12:51 am
Forum: Developers’ Discussions
Topic: labels in multiplayer
Replies: 16
Views: 3407

Kind of on the same topic: would it be possible to just have labels not cover units? This becomes a problem even if you are using the labels constructively (try playing on a random map and surrounding a village with units, and you'll probably see what I'm talking about).
by Doros
November 29th, 2004, 12:45 am
Forum: Ideas
Topic: Random Time of Day
Replies: 25
Views: 3490

I think a lot of people find the Loyalists to be terrible because they AI plays so poorly with them. This is because the AI almost always spends all its money on cavalry men on the first turn. Then it grabs a few villages, but, rather than scouting more and waiting for an advantage, they seem to att...
by Doros
November 29th, 2004, 12:40 am
Forum: Strategies & Tips
Topic: Return to Wesnoth/Test of the Clans
Replies: 50
Views: 9716

The real trick is to finish Valley of Statues with lots of gold (200-300), so that you can just recall a bunch of powerful units. High level mages, grand knights, and level 3 elves are pretty nice here. Then you can probably finish off all but one leader and just wait until the last turn to finish (...
by Doros
November 25th, 2004, 9:17 am
Forum: Ideas
Topic: Long-range Damage Calcualtions
Replies: 7
Views: 1892

Huh? If your horseman charges and misses, the enemy deals out the damage listed on the combat screen. Delay Fog/Shroud Updates is your friend, people I mean if the archer survives - in that case, he'll used his ranged attack next turn. Because the horseman has no ranged attack, it doesn't display t...
by Doros
November 25th, 2004, 8:16 am
Forum: Ideas
Topic: Long-range Damage Calcualtions
Replies: 7
Views: 1892

this would also be useful with units that have no ranged attack. often, I'd like to see how much damage a horseman will take in retaliation if the unit he's attacking survives, but I can't even use EP's original method to check this.
by Doros
November 18th, 2004, 11:17 pm
Forum: Ideas
Topic: new unit "traits" ideas
Replies: 3
Views: 1133

I believe it's pretty much been stated that the Wesnoth system is feature complete, and will not contain any new ideas like this. This is also a particularly bad time for new traits, as it requires rebalancing every unit and every campaign, and right now the developers are trying to push for a 1.0 r...
by Doros
November 12th, 2004, 9:21 pm
Forum: Strategies & Tips
Topic: Horseman swarming in HttT
Replies: 14
Views: 5941

I must say I've reviewed my opinion of horsemen. I've just reached "Test of Clans" and for once, my usual small elite group of units can not cut it. They can simply not hold enough villages to prevent the 4 bad guys from taking them out one after another with mounted units en masse . I ha...
by Doros
November 11th, 2004, 6:19 am
Forum: Strategies & Tips
Topic: When Is Save/loading Bad?
Replies: 17
Views: 4611

With 0.8.7 HttT seems to have become much harder on Hard, with huge swings in damage away from expected values (eg. 50% over EV for both dealt and taken over several scenarios). It's probably just me having a rough time with the random number generator, or with AI improvements from 0.8.5, but save/...
by Doros
November 8th, 2004, 6:26 am
Forum: Users’ Forum
Topic: BitTorrent
Replies: 9
Views: 3096

Like Gafgarion said, there is too much flux in the amount of daily downloads. Yes, there are a lot of downloads right now, but 0.8.7 was just released, so all of us are updating. Give it a few weeks and the downloads will be down signifigantly.
by Doros
October 22nd, 2004, 5:10 pm
Forum: Strategies & Tips
Topic: poison problem !
Replies: 21
Views: 5208

ott wrote:Elves with enough healers should also be able to deal with poisoners. The problem is Knalgans and Loyalists, which can only get rid of poison through villages or high level units.
In multiplayer, it's pretty difficult to get a bunch of healers with the cures ability.
by Doros
October 22nd, 2004, 3:49 am
Forum: Strategies & Tips
Topic: poison problem !
Replies: 21
Views: 5208

An assassin or ghoul can only poison one unit per turn. If your opponent is using a lot of poisonous units, you could either recruit units with high amounts of hit points, so that they can live long enough to heal, or recruit a ton of level 0 units, so that you still have plenty of unpoisoned units ...
by Doros
October 20th, 2004, 5:58 am
Forum: Users’ Forum
Topic: Unit cost..
Replies: 29
Views: 5099

Shadowfury333 wrote:I'm surprised that no one has mentioned terrain factors. Elves have the best defense overall (matched only by the Loyalist Fencer), so the cost is somewhat justified.
Orcish Assassins have better defense, don't they?