Search found 59 matches

by dogscoff
January 27th, 2014, 3:03 pm
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 187
Views: 109952

Re: Cities of the Frontier - now for BfW 1.11

Awesome! I've been away from Wesnoth for a while (currently throwing my spare time at www.oolite.org) but thought I'd take a quick peek into the forums. I discover that esci is back, CoF is updated and improved! This is a good day! I will have to download the latest version and have a game!
by dogscoff
October 3rd, 2012, 1:38 pm
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 187
Views: 109952

Re: Cities of the Frontier (aka sim-Wesnoth)

Couldn't resist posting this: http://s11.postimage.org/6wx95kv77/Metropolis.jpg Played on medium (just can't progress on hard) and achieved 60+ villages, 100+ troops (mostly peasants, obviously, but a healthy number of level 2s and 3s), almost all castle tiles upgraded to stone. I had planned to con...
by dogscoff
August 30th, 2012, 9:11 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 187
Views: 109952

Re: Cities of the Frontier (aka sim-Wesnoth)

Balancing: Currently when you recruit 2 peasant workers right away and build and build... you start to be comfortable (with 15-20 villages) already in late summer of the first year. I admit I haven't tried that strategy, but I always seem to struggle finding large areas of land to build on. Do you ...
by dogscoff
August 22nd, 2012, 3:30 pm
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 187
Views: 109952

Re: Cities of the Frontier (aka sim-Wesnoth)

Winter 205 YW, medium difficulty. I think it's safe to say I've played this campaign enough now to give a valid opinion. http://s13.postimage.org/fd8scd8vr/Image8.jpg As you can see I've built a pretty secure town. My income is enough to sustain a major force throughout the winter, including numerou...
by dogscoff
August 8th, 2012, 12:08 pm
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 187
Views: 109952

Re: Cities of the Frontier (aka sim-Wesnoth)

Now approaching my second winter (on normal difficulty). I think I will beat this map eventually, but I cannot understand people who say they've won inside the first year. The attacks can be relentless and very hard to resist, this is a difficult campaign! I like the idea of a tavern, I think a litt...
by dogscoff
July 31st, 2012, 10:20 am
Forum: Scenario & Campaign Development
Topic: Cities of the Frontier - now for BfW 1.11
Replies: 187
Views: 109952

Re: Cities of the Frontier (aka sim-Wesnoth)

I've just started playing this campaign, lost a few proto-cities on difficult before making some progress on normal. I am about to move into my first winter, so obviously I haven't seen everything that CoF has to offer. However I am already hooked, and I have to echo MerthyrC's sentiments: This is b...
by dogscoff
May 1st, 2012, 12:02 pm
Forum: Scenario & Campaign Development
Topic: Ghostly Calls
Replies: 35
Views: 9374

Re: Ghostly Calls

I am currently playing this campaign on hard mode. I got as far as the Sceptre of Fire Map, decided that I didn't have enough high-level units, and am now replaying it from scratch. Have made it back to the attack on the library. Obviously my comments are of limited value since I haven't finished it...
by dogscoff
August 26th, 2011, 11:47 am
Forum: Ideas
Topic: [interface] synchronised idle animations
Replies: 4
Views: 1355

[interface] synchronised idle animations

I have a feeling this is not a new idea, but it wasn't in the frequently suggested list and a quick search yielded nothing. It would look cool if certain idle animations were flagged as "synchronised". What does this mean? When an animation with this flag plays, the game checks to see if t...
by dogscoff
August 19th, 2011, 9:11 am
Forum: Ideas
Topic: [interface] changing recruiting tile order
Replies: 5
Views: 1227

Re: Small interface suggestion - changing recruiting tile or

That's my point exactly. We can't expect the computer to successfully predict where we want to place units [*][/size] so we should give the player the necessary tools to make the placement for himself, quickly and easily. Some such tools already exist (right click+recruit, hover+shortcut), I am just...
by dogscoff
August 18th, 2011, 4:02 pm
Forum: Ideas
Topic: [interface] changing recruiting tile order
Replies: 5
Views: 1227

Re: Small interface suggestion - changing recruiting tile or

I didn't know you could hover the cursor over a tile and use the shortcuts! That's nifty!

You'd only have to do the work of defining the labels once, and it would apply to all future turns.

Can't code at all I'm afraid, or I would gladly do it myself.
by dogscoff
August 18th, 2011, 3:51 pm
Forum: Ideas
Topic: [interface] changing recruiting tile order
Replies: 5
Views: 1227

[interface] changing recruiting tile order

A minor annoyance when recruiting is unit placement within the castle. It's often important where in the castle you put your units (you want your merfolk on the hexes nearest the water, for example). Obviously you can do this by right-clicking a tile and selecting "recruit" from the menu, ...
by dogscoff
March 9th, 2011, 3:40 pm
Forum: Mainline Campaign Development
Topic: HTTT-Underground Channels Development
Replies: 91
Views: 103906

Re: HTTT-Underground Channels Development

Just to muddy the waters even further, here's yet another suggestion for the reward: Introduce the rescued sergeant as some kind of logistics genius, which means that as long as he is alive, your camp/castle at the beginning of each scenario is keep+10 tiles instead of keep+6 tiles, allowing you to ...
by dogscoff
February 25th, 2010, 10:52 am
Forum: Ideas
Topic: CTRL-o from front page?
Replies: 3
Views: 913

CTRL-o from front page?

How about making the CTRL-o (load game) key combination work from Wesnoth's introduction screen? I know it's lazy but I play from a laptop and find key combos more convenient than mousing around. Another possibility might be some kind of shortcut that just loads the most recent savegame, since that'...
by dogscoff
February 6th, 2009, 9:24 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1144
Views: 455145

Re: Standing and idle animations?

What actions do you have in mind for the mages to do? Nothing inappropriate, I promise! I have that out of my system now. For now anyway... i'd be really thankful if a responsible sith could remove those images. thank you. we don't want insinuating depiction of women in wesnoth. :evil: Hey, I'll ha...
by dogscoff
February 6th, 2009, 8:47 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1144
Views: 455145

Re: Standing and idle animations?

Thanks again for the anim work Turuk. I have a slightly improved white mage wiggle (meatier legs, cheeky wink) that I [edit] present here: Removed. Yes, I will finish the Saurian Augur idle animations: One for fish, one for worms, and maybe one for range attack. I also have plans for a (sensible) fe...