On what version did you first play Wesnoth?
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You can!xtifr wrote:Too bad you can't add new choices to an existing poll.
Ahem. I mean,
You can!
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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- Posts: 209
- Joined: October 27th, 2004, 8:24 am
- Location: New Zealand
Some of these are with distcc, so the times aren't strictly comparable. Check out 0.9.2 at 2 minutes 23 seconds!
Edit: I just looked at my forum signup date. I guess I must have cleared my logs at some stage last year.
Edit: I just looked at my forum signup date. I guess I must have cleared my logs at some stage last year.
Code: Select all
goku ~ # splat wesnoth
* games-strategy/wesnoth-0.8.10
Emerged at: Mon Feb 7 09:05:47 2005
Build time: 9 minutes, and 3 seconds
* games-strategy/wesnoth-0.8.11
Emerged at: Mon Feb 21 16:52:16 2005
Build time: 11 minutes, and 8 seconds
* games-strategy/wesnoth-0.8.4
Emerged at: Sat Oct 2 16:05:30 2004
Build time: 15 minutes, and 19 seconds
* games-strategy/wesnoth-0.8.5
Emerged at: Thu Oct 7 09:53:43 2004
Build time: 11 minutes, and 43 seconds
* games-strategy/wesnoth-0.8.7
Emerged at: Thu Nov 4 08:50:45 2004
Build time: 16 minutes, and 20 seconds
Emerged at: Wed Nov 10 14:51:46 2004
Build time: 3 minutes, and 59 seconds
* games-strategy/wesnoth-0.8.8
Emerged at: Mon Dec 6 18:30:33 2004
Build time: 43 minutes, and 11 seconds
Emerged at: Mon Dec 6 19:16:43 2004
Build time: 10 minutes, and 17 seconds
* games-strategy/wesnoth-0.8.9
Emerged at: Tue Feb 1 14:41:31 2005
Build time: 12 minutes, and 53 seconds
* games-strategy/wesnoth-0.9.0
Emerged at: Tue Apr 12 10:25:57 2005
Build time: 8 minutes, and 20 seconds
* games-strategy/wesnoth-0.9.1
Emerged at: Tue Jun 7 17:05:30 2005
Build time: 11 minutes, and 22 seconds
* games-strategy/wesnoth-0.9.2
Emerged at: Thu Jun 9 13:12:59 2005
Build time: 6 minutes, and 49 seconds
Emerged at: Thu Jun 9 14:29:35 2005
Build time: 2 minutes, and 23 seconds
* games-strategy/wesnoth-0.9.3
Emerged at: Tue Jul 5 08:48:27 2005
Build time: 9 minutes, and 41 seconds
* games-strategy/wesnoth-0.9.4
Emerged at: Mon Jul 25 18:52:46 2005
Build time: 13 minutes, and 31 seconds
* games-strategy/wesnoth-0.9.5
Emerged at: Fri Aug 19 21:17:38 2005
Build time: 19 minutes, and 35 seconds
* games-strategy/wesnoth-0.9.6
Emerged at: Wed Aug 31 10:17:20 2005
Build time: 10 minutes, and 44 seconds
* games-strategy/wesnoth-0.9.7
Emerged at: Mon Oct 3 13:05:04 2005
Build time: 10 minutes, and 44 seconds
Emerged at: Mon Oct 3 14:39:56 2005
Build time: 3 minutes, and 53 seconds
* games-strategy/wesnoth-1.0.1
Emerged at: Mon Dec 12 13:05:34 2005
Build time: 9 minutes, and 37 seconds
* games-strategy/wesnoth-1.0.2
Emerged at: Fri Dec 16 10:51:53 2005
Build time: 11 minutes, and 31 seconds
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- Posts: 8
- Joined: February 4th, 2006, 6:54 am
Yeah, can be useful if you want to go on multiplayer.
At least, you have the new Elensefar map. But there has been so much changes since that version!
At least, you have the new Elensefar map. But there has been so much changes since that version!
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
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- Posts: 8
- Joined: February 4th, 2006, 6:54 am
But I hear they got rid of Battle World(in the newest version), that map was quite good, took ages to kill all the AI, very fun indeed. But they put about 5 other maps in, with heaps of changes, and included the dark hordes campaign as well, so it'll be tons better than 0.8.11. Bring on the Undead deep water ambushes! It'll be like in The Pirates of the Caribean....
OMGzor!1! Und3ad r a7t&Ck!ng!1!
He who controls the soldiers of the past, commands the futre.
He who controls the soldiers of the past, commands the futre.
Yeah I regret that map because it was fun against AI. Now we only have symetrical maps. But you can still copy it from your older version (copy/paste in your maps directory)
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
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- Posts: 8
- Joined: February 4th, 2006, 6:54 am
Took a while to cycle through all of the AI's turns though, but each starting point was completely different, one was an island on a swamp, one had sand on one side, sea on the other.Tux2B wrote:Yeah I regret that map because it was fun against AI. Now we only have symetrical maps. But you can still copy it from your older version (copy/paste in your maps directory)
Actually, do the Temples on the map do anything? I haven't reached one yet.
OMGzor!1! Und3ad r a7t&Ck!ng!1!
He who controls the soldiers of the past, commands the futre.
He who controls the soldiers of the past, commands the futre.
No, the temples do nothing, they are decoration. If you want them to do anything, you wouldhave to change the battle_world.cfg file and add the moveto events.Master of the Undead wrote:Took a while to cycle through all of the AI's turns though, but each starting point was completely different, one was an island on a swamp, one had sand on one side, sea on the other.
Actually, do the Temples on the map do anything? I haven't reached one yet.
First read, then think. Read again, think again. And then post!
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- Joined: February 4th, 2006, 6:54 am