Search found 22 matches

by Kvasir
February 13th, 2007, 12:14 pm
Forum: Strategies & Tips
Topic: The South Guard - Pebbles in the Flood
Replies: 3
Views: 1510

At first I didn't try to hold ground, I typically had weak units (nearly dead units, peasants) in front which the AI would attack, the attacking AI units would then be counterattacked (which meant for the units that needed to do the softening near death) and the process would repeat. I preferred thu...
by Kvasir
May 29th, 2006, 8:05 am
Forum: Coder’s Corner
Topic: Progress bar
Replies: 17
Views: 5174

Unless someone changed it there is no option to do that without adapting and rebuilding the source. Again unless someone changed it the loadscreen code prints out how many times the functions in which progress is monitored are called. Inside the code for each of those functions there is a constant t...
by Kvasir
April 30th, 2006, 3:28 pm
Forum: Coder’s Corner
Topic: progress bar on the first screen
Replies: 4
Views: 2378

I updated my svn copy today and I noticed it didn't yet include the logo. I added the necessary code for it. Currently it is still placed in the middle of the space between the top end of the progress bar (which is in the middle of the screen) and the top of the screen. If someone wants to specify a...
by Kvasir
April 24th, 2006, 8:38 pm
Forum: Coder’s Corner
Topic: progress bar on the first screen
Replies: 4
Views: 2378

Should be fairly easy to do so I will update it to the requested style as soon as I feel like it but I doubt it will get to it before May.
by Kvasir
April 7th, 2006, 8:02 pm
Forum: Coder’s Corner
Topic: Progress bar
Replies: 17
Views: 5174

Can someone tell me if there is already a preprocessor macro/define I can use to test what is being built? I will gladly add an updated patch with it as soon as either someone can tell me it or after I have found the time to look into it myself.
by Kvasir
March 19th, 2006, 8:15 pm
Forum: Coder’s Corner
Topic: Progress bar
Replies: 17
Views: 5174

Sorry for all the reposts, I had made a spelling error in the new patch and always uploaded the old one. I also noticed the patch didn't include the new files so I uploaded them as well..
by Kvasir
March 19th, 2006, 6:21 pm
Forum: Coder’s Corner
Topic: Progress bar
Replies: 17
Views: 5174

The current version which is on patches.wesnoth.org introduces better granularity during startup. The total percentage to game config loading is fixed which means progress is too slow when there is no cache. It doesn't bother me but if people find it important I can change it. I also didn't include ...
by Kvasir
March 15th, 2006, 10:54 pm
Forum: Coder’s Corner
Topic: Progress bar
Replies: 17
Views: 5174

When reading or verifying the cache it recursively calls an _internal function with as far as I could see no easy way to find out how many times the function will be called. For now I just use a magic number that has been set after logging the amount of function calls and it works fine but that numb...
by Kvasir
March 14th, 2006, 9:07 pm
Forum: The South Guard
Topic: South Guard 8b. The Tides of War
Replies: 27
Views: 14868

1) easy 1.0.2 2) 1 3) clear 4) interesting 5) none 6) 7 7) Way too easy thanks to the thugs and bandits that are now covered by mages to deal with the wraights. Again it might be interesting to limit the amount of thugs/bandits you can recruit. Also it is a bit weird to hear about the heroic last st...
by Kvasir
March 14th, 2006, 9:00 pm
Forum: The South Guard
Topic: South Guard 7b. Pebbles in the Flood
Replies: 34
Views: 18197

1) easy 1.0.2
2) 9
3) tell holding the line equals keeping Gerrick alive
4) interesting
5) wraights
6) 10
7) maybe limit the number of thugs you can recruit
by Kvasir
March 14th, 2006, 8:56 pm
Forum: The South Guard
Topic: South Guard 6b. The Long March
Replies: 39
Views: 17917

1) easy 1.0.2
2) 1
3) very clear although I didn't follow it to trigger the traps
4) decent
5) healing wounded units
6) 3
7) too easy, more dangerous traps and maybe some traps on the main path could be useful
by Kvasir
March 14th, 2006, 8:53 pm
Forum: The South Guard
Topic: South Guard 9a - Vengeance
Replies: 73
Views: 39979

1) hard 1.0.2
2) 2 (but I knew what would happen from reading the scenario file)
3) decently clear
4) decently clear
5) not killing those filthy elves
6) 1
7) pretty much agree with the post above
by Kvasir
March 14th, 2006, 8:49 pm
Forum: The South Guard
Topic: South Guard 7a. Into the Depths
Replies: 75
Views: 33963

1) hard on 1.0.2
2) 1 if you know the map, harder if you don't know it
3) clear
4) OK altough these were the first merchant trolls I ever encountered
5) learning the map
6) 1
7) too easy if you know where to go, too boring and unrewarding if you don't know it
by Kvasir
March 14th, 2006, 8:45 pm
Forum: The South Guard
Topic: South Guard 6a. Tidings Good and Ill
Replies: 37
Views: 16580

1) hard on 1.0.2
2) 1
3) clear
4) interesting
5) nothing
6) 5
7) could maybe be made a bit tougher, unless you have very few elves it is too easy
by Kvasir
March 14th, 2006, 8:42 pm
Forum: The South Guard
Topic: South Guard 5. Choice in the Fog
Replies: 47
Views: 20961

1) easy / hard on 1.0.2 2) easy 3 hard 5 3) clear 4) interesting, maybe offer the choice to capture the bandits as well 5) the first time on easy the walking corpses were so late to the show they actually managed to catch me off guard and I had to scramble to defend my (actually the bandits) castle....