Search found 32 matches

by Infinisearch
March 15th, 2008, 10:51 pm
Forum: Coder’s Corner
Topic: A developer article
Replies: 0
Views: 1132

A developer article

A developer article (or articles) on the coding wesnoth would be nice, something like a post mortem. All the things you did right and wrong at the beginning of the project. This would be for all the people who want to start there own large project. I would be especially interested in how you impleme...
by Infinisearch
August 19th, 2007, 11:19 am
Forum: Ideas
Topic: Support for multiple leaders?
Replies: 18
Views: 4436

As long as you can give castles/keeps a side or neutral and a racial attribute/filter. So that some keeps can only be used by side one, another can be used any side but can only recruit loyalists. Side by side with waws idea of filtering the recuit list per leader or subleader it would allow for som...
by Infinisearch
August 19th, 2007, 10:37 am
Forum: Ideas
Topic: Intelligent fog
Replies: 20
Views: 5090

In favor. A reminder: AI implications for fog aware AI, no longer necessary to create a list of units temporarily visible for each space the AI moves a unit.
by Infinisearch
July 28th, 2007, 9:08 pm
Forum: Ideas
Topic: animation related stuff
Replies: 1
Views: 715

animation related stuff

1. In alot of the disscussions about units when someone suggests a high numbers of hits for an attack, a common response is to say who wants to sit through n loops of animation. I never really paid attention but why not implement either a fixed number or a upper limit on looping animations and use p...
by Infinisearch
July 26th, 2007, 3:28 pm
Forum: Ideas
Topic: Mounted Units with Leadership
Replies: 15
Views: 3410

Going from memory since I haven't played any campains for a while, the opportunistic nature of using the horsemen line to kill, lack of ranged weaponry and terrain movement and defense limitations leveling them is usually harder than a great many other units. Giving them leadership makes sense, can'...
by Infinisearch
July 5th, 2007, 4:35 pm
Forum: Ideas
Topic: Great Mage suggestion
Replies: 128
Views: 28283

This might be overpowered but allow the Great Mage to defend against melee attacks with magic, except with 50% to 60% of normal damage (spellcasting under pressure), and potentially a reduced sucess rate. (60 instead of 70 percent) That would really make a greatmage standout from the rest of the mag...
by Infinisearch
March 15th, 2007, 7:58 pm
Forum: Ideas
Topic: Two new save game functions
Replies: 9
Views: 2109

On a related note how about a 'book' like save system, where the book is a savefile and all subsequent saves for that game append to that file. This will give a little structure to the saves, save on file sizes thereby reducing save and load times. You could have two types of books choosen upon crea...
by Infinisearch
September 15th, 2006, 12:13 pm
Forum: Ideas
Topic: Intelligent
Replies: 7
Views: 1809

Intelligent

The Elvish Illusionist thread reminded me of something I wanted to bring up earlier the intelligent trait. More over how it could double as giving either a damage or healing bonus to unit. For example a units magical attack would do more damage, and if the unit was a healer the unit would be able to...
by Infinisearch
August 29th, 2006, 4:26 am
Forum: Ideas
Topic: Recruiting and Recalling
Replies: 15
Views: 3271

Another nice feature would be that when you drag the unit from the palette to the map, you get a tooltip type popup. The popup would show defense and movement information if there is only terrain. If a unit was on the terrain it would also show the potential attack damage information as well. (poten...
by Infinisearch
August 23rd, 2006, 9:16 pm
Forum: Users’ Forum
Topic: WMLEditor - WesEdit - (NEED SOMEONE TO TAKE SCREENSHOT!)
Replies: 22
Views: 7088

Is this integrated into campgen somehow or is it a seperate application?
by Infinisearch
August 23rd, 2006, 8:56 pm
Forum: Ideas
Topic: Repositioning HP and XP bars
Replies: 69
Views: 12619

Modulate the color or dither pattern of the ellipse in proportion to the hp or xp. Change from ellipse to triangle when selected since info available in unit window.
by Infinisearch
August 23rd, 2006, 8:31 pm
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8000

Phoenyx in regard to your argument, a quote the FPI thread: An abstracted sense of scale. Wesnoth uses a simplified scale system where 1 thing (eg. 1 unit, 1 village, 1 type of terrain) takes up 1 hex. In addition currently in wesnoth all units on the same side currently move through each other, swa...
by Infinisearch
August 23rd, 2006, 7:45 pm
Forum: Ideas
Topic: Recruiting and Recalling
Replies: 15
Views: 3271

In response to ranek's concern, just shift the unit info section down making the end turn button temporarily disappear, and add the two buttons inbetween the unit palette and the unit info sections.
by Infinisearch
August 23rd, 2006, 5:29 pm
Forum: Ideas
Topic: Recruiting and Recalling
Replies: 15
Views: 3271

Nice Idea Master Stilgar, but how about two whole buttons? One to do what you said and one to switch between recruit and recall.
by Infinisearch
August 23rd, 2006, 11:37 am
Forum: Ideas
Topic: Recruitable Sub-Leaders
Replies: 25
Views: 5594

For campaigns AMLA and for multiplayer a 50% price premium on any or a subset of Level X or greater units? As well as a variable per-side to enable or disable the feature at runtime.