Search found 26 matches
- October 20th, 2010, 9:20 pm
- Forum: Add-on Feedback
- Topic: 2P Campaign Battle System
- Replies: 14
- Views: 20916
Re: 2P Campaign Battle System
Hi Alx23, thanks for the feedback. Can you tell me what version of Wesnoth you're using? This is made for 1.8.4 and has been thoroughly tested both in hotseat and on the server. Azrael and I have been playing on the server for a while now and have not had a single corrupted save with this system (w...
- October 19th, 2010, 8:08 am
- Forum: Add-on Feedback
- Topic: 2P Campaign Battle System
- Replies: 14
- Views: 20916
Re: 2P Campaign Battle System
I believe you should know that wesnoth saves are corrupt ( :cry: by default) which in this case makes recall list bugged after loading. It makes you have the previous recall list after you win the scenario... at least in hotseat on my PC (nasty bug - takes lots of time to verify). :!: TL's WC (world...
- March 22nd, 2010, 12:48 am
- Forum: Multiplayer Development
- Topic: Another Proposed Change to Healing [split]
- Replies: 3
- Views: 1216
Re: A Proposed Change to Healing
For one thing, I want to be able to actively select who I am going to heal by moving my healer to the location of the ill person. Under your idea, that would no longer be possible. (FYI, the main novelty of my proposal was that it allows healing to take place both at the start of the units own turn...
- March 21st, 2010, 8:21 pm
- Forum: Multiplayer Development
- Topic: Another Proposed Change to Healing [split]
- Replies: 3
- Views: 1216
Another Proposed Change to Healing [split]
{edit: split from A Proposed Change to Healing } What about this solution: Add two types of healing commutative-type and non-commutative-type. commutative (for RPG games) - at the beginning of the healers turn he heals adjusted allied units. If there are two adjusted healers then they heal him twic...
- March 21st, 2010, 11:55 am
- Forum: Ideas
- Topic: Interface: Plan Mode (or rather Plan Window)
- Replies: 16
- Views: 3816
Re: Interface: Plan Mode (or rather Plan Window)
Well. Now you are just taking your personal opinion and stating is as a fact. I for one dont play big maps, because I find them unbalanced(I do not really care about the time since from my experience its not that big difference - plus Tyrian is pretty good game in case the waiting time is to long) ...
- March 21st, 2010, 10:20 am
- Forum: Ideas
- Topic: Interface: Plan Mode (or rather Plan Window)
- Replies: 16
- Views: 3816
Re: Interface: Plan Mode (or rather Plan Window)
The other major, MAJOR problem that strikes me: You're doing all this planning in your opponent's turn? You can do it anytime, but to save time you do it during turns of others. What happens when the opponent's moves disrupt your plan right from the off? That is a very simple question to answer. Ob...
- March 20th, 2010, 4:42 pm
- Forum: Ideas
- Topic: Interface: Plan Mode (or rather Plan Window)
- Replies: 16
- Views: 3816
Re: Interface: Plan Mode (or rather Plan Window)
you can plan your moves in advance using labels. You can as well remember your plan in head, so, what? That is not the point of the plan mode at all. Main points are: 1) economy time - primary. 2) evade possible problems caused by hidden units or events. 3) move list - have a good management tool m...
- March 20th, 2010, 1:16 pm
- Forum: Ideas
- Topic: Interface: Plan Mode (or rather Plan Window)
- Replies: 16
- Views: 3816
Re: Interface: Plan Mode (or rather Plan Window)
Actually maybe I didn't explain well enough how it I see it. There are plenty ways... but an example: Imagine it works like two tabs in your browser (unless you have an ancient one). One real and the other is Your plan - your plan initially is a copy of what you see in the game. There is a list of m...
- March 18th, 2010, 11:25 pm
- Forum: Ideas
- Topic: Interface: Plan Mode (or rather Plan Window)
- Replies: 16
- Views: 3816
Interface: Plan Mode (or rather Plan Window)
What about adding a mode or an additional window or something like this - which every turn (or rather move) copies the real game, but where you can do moves without affecting the real game. That will allow you to plan part of your moves there. There will never be fog updates, trigger events (unless ...
- March 7th, 2010, 2:44 pm
- Forum: Ideas
- Topic: Merge allied turns into one simultaneous turn
- Replies: 16
- Views: 4502
Re: Merge allied turns into one simultaneous turn
:? There are some technical problems, in multi-player there lots of lags and dc problems, if we add such an option it will most likely create even more such problems... If it is not solved, it will be nearly impossible to play such way, unless its lan or hotseat. There might be another problem, due ...
- October 23rd, 2009, 2:32 pm
- Forum: Ideas
- Topic: Multiplayer: Balancing "random race" vs specified one
- Replies: 21
- Views: 4582
Re: Multiplayer: Balancing "random race" vs specified one
ALX23, write and submit a patch for an option to hide faction and leader from other players in the game lobby. This has been discussed before. If you search, I'm sure you'll find it. I'd love to, but unfortunately I fall under category "unable to". I wouldn't be asking for help if I knew ...
- October 23rd, 2009, 1:02 pm
- Forum: Ideas
- Topic: Multiplayer: Balancing "random race" vs specified one
- Replies: 21
- Views: 4582
Re: Multiplayer: Balancing "random race" vs specified one
Of course there is a disadvantage for being allowed to choose your favorite race. This is not a problem or an accident. It's your first strategic decision in a game. It is a kind of decision, but I do not want others to know my decision. Since this is a feature you may simply turn it off if you wan...
- October 22nd, 2009, 10:56 pm
- Forum: Ideas
- Topic: Multiplayer: Balancing "random race" vs specified one
- Replies: 21
- Views: 4582
Multiplayer: Balancing "random race" vs specified one
One thing that makes games less interesting and disbalancing :( (in my opinion) is that "random" race is generally better than specified a race (mainly due to prior knowledge of enemy race) For example: one player chose random and got drakes, the other chose drakes in this case the first p...
- August 29th, 2009, 9:54 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 119438
Re: Era of High Sorcery
:idea: Consider adding to leaders XP for casting spells or summoning units (depending on spell level ofcourse and units' level) it may balance XP gained for different magic directions - it is very hard to level up if you play with nature. for example: you may give double units' level to your xp when...
- July 16th, 2009, 5:42 pm
- Forum: Scenario & Campaign Development
- Topic: The War of the Dragon
- Replies: 176
- Views: 61741
Re: The War of the Dragon
This is about next mission (after the one with Hydra): Lisaundra's last stand I really liked just as I heard its' conditions It is a hard mission where you have to survive as long as you can, and on turn 40 dragon "wins" :twisted: and on the next mission dragon appears after the number of ...