Search found 145 matches
- June 24th, 2005, 4:38 pm
- Forum: Strategies & Tips
- Topic: So... Sceptre of Fire in 0.9.2
- Replies: 7
- Views: 2508
Well my second try from the start was more successful - I got a more favourable map, and finished on turn 23 (but with a barely positive income - partly my fault since I got Li'sar trapped near the Sceptre and had to jump on it or face her death). This time I only recruited about 25-30 levels worth ...
- June 24th, 2005, 10:41 am
- Forum: Strategies & Tips
- Topic: Quick Tips and Using the Drakes Effectively
- Replies: 54
- Views: 13806
Against the typical drake player (why do newbies play drakes so often) I expect to lose one DA for each unit I kill - but since those units cost more than mine, I'm going to come out on top that way. Does depend on the map tho - lots of hills make life hard work since the DA currently has poor mobil...
- June 24th, 2005, 10:30 am
- Forum: Strategies & Tips
- Topic: Would you like Red or White with your hot dog, erm, Mage?
- Replies: 13
- Views: 3899
- June 24th, 2005, 10:21 am
- Forum: Multiplayer Development
- Topic: Qestion about undeads
- Replies: 135
- Views: 23646
DA vs drakes replay
Ok so this is vs the AI, but it illustrates the point I think.
I'll also note the chronic luck I had - I was 100 damage inflicted below expected by the end (and right on target on received).
I'll also note the chronic luck I had - I was 100 damage inflicted below expected by the end (and right on target on received).
- June 23rd, 2005, 12:20 pm
- Forum: Strategies & Tips
- Topic: So... Sceptre of Fire in 0.9.2
- Replies: 7
- Views: 2508
Well... just shows how much the map matters - I started the Sceptre with 1200 gold (which I thought wasn't too shabby, playing medium). I finished it (on turn 40, maximising income, and killing every enemy) with -170 or so. Part of the problem was that it took so damn long to get anywhere - and I'll...
- June 22nd, 2005, 11:10 am
- Forum: Strategies & Tips
- Topic: So... Sceptre of Fire in 0.9.2
- Replies: 7
- Views: 2508
This scenario was the first one where I really learned how to play the game. Admittedly I did this with 0.8, but my experiences may be relevant. I tried both the strategies you mentioned - holding one arm even if you make good progress along the other fails since you can easily run out of time. Tryi...
- June 21st, 2005, 2:15 pm
- Forum: Developers’ Discussions
- Topic: Making Wesnoth less frustrating
- Replies: 115
- Views: 26201
Well if instead of deciding that these units have been killed or wounded, maybe have them subdued and captured (like happens to L'isar anyway). Then what you are doing to get them back is paying their ransom... Not that it's my prefered solution, but if it's going to happen that might be the way to ...
- June 21st, 2005, 12:02 pm
- Forum: Multiplayer Development
- Topic: Automatic map saving, if not present
- Replies: 5
- Views: 2081
Map server
Hmm. I captured quite a few maps I like by saving games and chopping them out. Having a function to 'save map' would be handy. However perhaps we also need a map server as well as a campaign server where people can upload finished maps and people can view and download the ones they like. I guess som...
- June 21st, 2005, 11:56 am
- Forum: Developers’ Discussions
- Topic: Making Wesnoth less frustrating
- Replies: 115
- Views: 26201
I like the min gold better. You could even define a rule of thumb for 'easy' scenarios in that it should be possible for a medium-level player to complete it with the min gold and no recalls (a reasonably easy thing to playtest/balance). Ressurrections should cost 20*level (maybe 25*level, or you wo...
- June 19th, 2005, 5:39 pm
- Forum: Mainline Campaign Development
- Topic: The Sceptre of Fire
- Replies: 367
- Views: 174633
bugs and features.
The shortbear clan didn't end for me when I'd got rid of the shortbears and got all my heros inside. Instead it ended after an elf invaded and was killed. Also I note that finding materials didn't have a end turn bonus. Given I'd killed nearly everyone (those runesmiths are very effective) I could e...
- June 16th, 2005, 1:47 pm
- Forum: Developers’ Discussions
- Topic: Mainline campaigns in 1.0: difficulty vs. fun (long post)
- Replies: 18
- Views: 5920
D'yknow I really quite like that idea. However an immediate problem comes to mind - without the gold-saving incentive one could play each scenario to the point where you leave the AI enough villages to recruit the odd unit which you slaughter for the XP, finished the leader off in the last turn. Wit...
- June 16th, 2005, 1:25 pm
- Forum: Multiplayer Development
- Topic: The New 9.2 MP Maps
- Replies: 45
- Views: 10891
- June 16th, 2005, 1:06 pm
- Forum: Multiplayer Development
- Topic: Qestion about undeads
- Replies: 135
- Views: 23646
Short of trawling the 6000 posts you've made, I'm not quite sure what your perceived problem with the Ghost is, EP. I find them quite embarrasingly fragile as is - their only good point is if you fail to kill them in a village they heal a high %age of their total HP. Rebels and Loyalists can kill th...
- June 15th, 2005, 10:53 am
- Forum: Developers’ Discussions
- Topic: Mainline campaigns in 1.0: difficulty vs. fun (long post)
- Replies: 18
- Views: 5920
cash crunch
I completed TRoW on easy the first time through, some time ago. However I also ran into this cash crunch playing it on medium at about the same time. Now without loyal as a trait I'm going to have on many of my L3 units I suspect it's going to be even trickier. The way I passed the cash crunch on ea...
- June 14th, 2005, 2:33 pm
- Forum: Multiplayer Development
- Topic: better defence on swamps for skeltons,ghouls and WC?
- Replies: 14
- Views: 3661
Maybe not, but any change to the WC and skel affects the factional balance overall. I don't think undead are over or underpowered. Dark adepts and corpses rule drakes, yes, but there are saurians in that faction too. It's fairer to say they rule badly played drakes. I'd be all for WC being more mobi...