Search found 40 matches

by Stedevil
June 30th, 2009, 10:26 pm
Forum: Scenario & Campaign Development
Topic: Invasion from the Unknown (1.14.4) for Wesnoth 1.6 ONLY
Replies: 195
Views: 40951

Re: Invasion from the Unknown (1.12.0) for Wesnoth 1.6 ONLY

Though I wonder what's the usefulness of that option?) For me at least it's intuitively feels much more correct with inverting the graphics. I guess more than me felt that way prompting the addition of the feature long long ago. The ending dialogue involves shrouding the whole map so that we don't ...
by Stedevil
June 29th, 2009, 8:15 pm
Forum: Scenario & Campaign Development
Topic: Invasion from the Unknown (1.14.4) for Wesnoth 1.6 ONLY
Replies: 195
Views: 40951

Re: Invasion from the Unknown (1.12.0) for Wesnoth 1.6 ONLY

Wesnoth 1.6 on Linux (Ubuntu 8.10) I may have the setting for the sun to move in the opposing direction (Im 1500km from my computer at present so can't check). Could potentially have something to do with it. Though that never caused problems in UTBS, but then again hav't played UTBS in quite a while...
by Stedevil
June 24th, 2009, 2:26 pm
Forum: Scenario & Campaign Development
Topic: Invasion from the Unknown (1.14.4) for Wesnoth 1.6 ONLY
Replies: 195
Views: 40951

Re: Invasion from the Unknown (1.12.0) for Wesnoth 1.6 ONLY

Sorry, don't have time to read through this thread right this minute, but I thought some feedback and bugs might be appreciated in any case. :) Sofar I've played 1.12.0 episode 1 (and just starting episode 2) on Wesnoth 1.6 on hard difficulty. Bugs: The graphics for the day night cycle is completely...
by Stedevil
June 17th, 2009, 11:46 pm
Forum: Add-on Feedback
Topic: Rebellion During the Dark Age
Replies: 85
Views: 15773

Re: Rebellion During the Dark Age

1) It's a good start. 2) The choice of troops to start with was an very nice twist and I presume will increase the replay ability a fair bit. First time around though not knowing which races and troops you could chose your 4 guards from made the choices a bit awkward. Also, maybe as you click the te...
by Stedevil
June 13th, 2009, 12:54 am
Forum: Scenario & Campaign Development
Topic: 1.14 Campaign: A Rough Life - version 1.2.8
Replies: 277
Views: 43270

Re: 1.6 Campaign: A Rough Life - ver 1.0.4

Indeed, no turnlimit and just 0% money carry over would probably suit the best. :)
by Stedevil
June 12th, 2009, 1:10 am
Forum: Scenario & Campaign Development
Topic: Dead Water 1.0 for BfW 1.8
Replies: 177
Views: 30005

Re: Merman campaign: Dead Water (0.9.16)

Just played through 0.9.16 on hard. Quite nice and well balanced campaign and all the items is an nice touch. Only thing I can think of right now that should be added is possibly a lvl 2 brawler.

Soon ready for mainline inclusion?
by Stedevil
June 9th, 2009, 10:23 pm
Forum: Scenario & Campaign Development
Topic: Case of the Missing Scepter
Replies: 26
Views: 4717

Re: Case of the Missing Scepter

Just started playing 0.3.4 and noticed that Thabbithé is missing the silver crown.
by Stedevil
June 8th, 2009, 7:28 pm
Forum: Scenario & Campaign Development
Topic: 1.14 Campaign: A Rough Life - version 1.2.8
Replies: 277
Views: 43270

Re: 1.6 Campaign: A Rough Life - ver 1.0.4

Just played though the campaign with 1.04 on hard. Quite nice campaign and storytelling. :) My only real gripe is that the "end" scenario is time limited to 120 turns. In case (like me) you don't pick up the hint that K should go to the special area, but end up with her next to the dragon, the very ...
by Stedevil
May 7th, 2009, 1:50 pm
Forum: Scenario & Campaign Development
Topic: 1.6 SP Campaign: Bad Moon Rising 0.8.6 (1.6 ONLY - NOT 1.8)
Replies: 175
Views: 24723

Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.5

Theron wrote:The lava at the left cave exit isn't far enough in the south (condition is y=37-70).
I had choosen this path too but was lucky to have a random lava spot appear in the snow.
Thanks Theron, that was exactly the problem. Walking to the middle exit did the trick. :)
by Stedevil
May 7th, 2009, 11:32 am
Forum: Scenario & Campaign Development
Topic: 1.6 SP Campaign: Bad Moon Rising 0.8.6 (1.6 ONLY - NOT 1.8)
Replies: 175
Views: 24723

Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.5

doofus-01 wrote:Standing next to any lava south of the cavern area should work. When I tested it, the small string of hexes running north-south out of the cave (in the mountains) successfully triggered it.
Nothing happening here. Thats the way I reached the snow. :)
by Stedevil
May 6th, 2009, 4:01 pm
Forum: Scenario & Campaign Development
Topic: 1.6 SP Campaign: Bad Moon Rising 0.8.6 (1.6 ONLY - NOT 1.8)
Replies: 175
Views: 24723

Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.5

Just played the end scenario on 0.6.5 (hard) for the first time. With the changes Theron suggested it seems pretty intuitive what to do when when i played. My only real problem now is how do I finish the game? I'm holding the sphere, the mission states I should now go to the snow, even though I have...
by Stedevil
May 5th, 2009, 2:00 pm
Forum: Add-on Feedback
Topic: Bad Moon Rising & Trinity
Replies: 205
Views: 44413

Re: Bad Moon Rising

After mount tien I end up having a lvl 2 Ork archer in my recall list. Judging by the dialogue at the end of that scenario I presume I shouldn't. Heavens gate could have a "To the pass" marker at the north to help one understand exactly what part of the map you are supposed to keep away the enemy fr...
by Stedevil
May 3rd, 2009, 7:52 pm
Forum: Add-on Feedback
Topic: Bad Moon Rising & Trinity
Replies: 205
Views: 44413

Re: Bad Moon Rising

Small thing: in act 3, Downed by the water 0.6.3 After reaching your healer held captive by the lizards you still have the mission "find survivors". PS After a while one goes paranoid from the lethal naga assaults from out of sight areas :mrgreen: Ended up spending almost 100 turns to get through it...
by Stedevil
May 3rd, 2009, 7:44 pm
Forum: Technical Support
Topic: Making Dependency Text Clearer
Replies: 7
Views: 543

Re: Making Dependency Text Clearer

Sounds good to me. :)
by Stedevil
April 30th, 2009, 1:06 pm
Forum: Add-on Feedback
Topic: Bad Moon Rising & Trinity
Replies: 205
Views: 44413

Re: Bad Moon Rising

Just popped in to say that 2nd mission, Mine Mouth, in act 3 (0.6.3 hard) seems a bit too easy.

Finished on turn 10 of 34. :shock: