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There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
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It's entirely possible that I'm blind, but if there isn't a way to see the current difficulty level, displaying this bit of information might make a tiny but nice addition (maybe in the statistics box?).
Currently traits have to be specified for each unit in a scenario in a very longwinded way (via ). My concern over this is it makes things less transferrable between versions, should the traits themselves be altered.
It would seem sensible to me that traits should be specified in a more generic...
What do you think if a unit would have less chances to hit and less defense on any terrain if it's damaged? it makes sense that if you are wounded you won´t be able to attack or defend from enemies the same as if you were undamaged
An option to set a timelimit for people to take their turns in multiplayer might be good. Games with lots of players and/or units can slow down to a crawl sometimes.
I don't know how difficult this would be to implement, but I think a restart level option in the main menu that would allow you to restart a level from scratch would be quite handy. Not only would it save a few mouseclicks when you realize that you've lost a scenario, but it might prevent people...
Currently, if I don't remember what a unit's defense on a particular terrain is, I need to click through a few times to find out. Since the defense of a unit on its current terrain is a major consideration in combat, perhaps it should be displayed more prominantly?
After my initial attempt at a king of the hill map and Dave's new Wesbowl scenario, I thought it'd be good to discuss kinds of multiplayer scenarios the developers could code for us :)
I've also tried to be a little original, though there are lots of classic modes that could be ported to Wesnoth,...
Not tried them out much but I can't see that theres almost any reason to use them ever, especially at 20 gold. Level 1 ambush is ok but they're probably too slow to use it very effectively. Terrible in fights cause of their low defence and every race has a good blade attack melee unit that will...
Sorry if these ideas were proposed already. In fact, I would be surprised if they hadn't...
The first one is to have units be able to switch places. Currently you have to do a kind of 3-way dance to get a fresh unit in attack position and get a wounded one out in such a way that doesn't stop their...
First of all great game. I downloaded it last week, and have had a blast playing it. One issue I have, is that different units have different numbers of attacks with their various weapons. When you are attacking a unit, the game tells you how much damage the attacker and defender will deal per...
I just finished a good mulitplayer game, and thought of a suggestion. While having very distinct leaders is good for single player, in multiplayer, sometimes it is bad to have one race's hero *cough*Rebels*cough* be stronger than anothers.
Howabout a checkbox that says Balance Heros that gives...
IMO one of the rules for creating advancements is that there should always be at least one possible advancement choice which dominates the advancing unit type.
'dominates' means 'equal or better in every possible respect'
I can think of some exceptions to this rule:
red mage- gets slower...
I don't know how difficult this would be to code up, but how about a dopplegagner unit type? I envisage a fairly weak melee unit with a mimic ability. Whenever a doppleganger kills a unit, it acquires that units attacks, losing any current attacks, as well as the graphics associated with the dead...
Just trying to stimulate discussion about Dwarven Units. Here are some quick ideas.
Dwarven Defender - the idea here isn't to deal out a lot of damage quickly, it's to outlast your opponent. At higher levels may use Rune Armor which has an aura that increases the defense of adjacent friendly...
There should be a par amount of gold associated with each scenario. It should represent the amount of gold that a good player would have after the scenario. The campaign should be playable (that is, you have a good chance of getting all the way to the end) if you have 70-80% of par....
I've been thinking about including barbarians in the game. Right now, I have ideas for 8 basic units, and some advancements. Since this is a quite big number, looks like they could be their own faction, the Barbarian Party :D . However, I want to know what people think about it. So:
Before I start, I would like to say that I have really enjoyed playing Wesnoth, and I hope that I can contribute. On that front, please note that I am proficient in C++ and I'm willing to write a patch if there is interest.
The idea basically involves allowing the stacking of units....
Ok, so this would require work from both the artists and the code developers, but it would enhance the graphical effects, and I think the user experience. The basic idea is that units that have an aura efffect would have an extra(optional) line in their .cfg file:
What do you think about making the AI defend (or attack) some places like gates, forests, ... with strategical interest? Developers of BFW would design the AI interested on those zones, and it would be the map designer choice to signal a strategical zone for the AI.
I hope this is the right place for this thread - if not feel free to move it.
Are there plans to have more than 3 levels of advancement for various characters? It would be nice to have something more to strive for, but then I gues you don't want to overbalance it by having near indestructable...
!st level, great.
Level 2 start with loads of gold.
Just as level 2 finishes I buy loads of help. (Gold = 1)
So I start level 3 with no extra gold (80% of 1 is nowt)
I think when it does the calc at the end, it should...
these are some ideas for wesnoth markup language. if any of them are already available, i guess that means i'm just too stupid to know about them. :)
1) find out a unit's position. something like you store a variable called unit_position_x and unit_position_y which store the x and y coordinates of...
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