Search found 36 matches
- January 11th, 2007, 2:48 pm
- Forum: Ideas
- Topic: Advancement choice on enemy turn
- Replies: 64
- Views: 12024
- January 6th, 2007, 9:48 pm
- Forum: Faction & Era Development
- Topic: Spacenoth: New Year's Alpha released!
- Replies: 64
- Views: 17600
In addition, if you did make capital ships, it would make sense for them not to be able to land. So atmosphere/planets could be impassable to them (that'd really spice things up). On the flip side, you could have ground assault craft etc. that worked especially well in taking planets. (Just an idea ...
- January 5th, 2007, 11:19 pm
- Forum: Mainline Campaign Development
- Topic: Descent into Darkness
- Replies: 232
- Views: 149103
Having finished off the rest of the campaign, here are my thoughts. First, a couple of issues I found very annoying: - Malin Keshar's sprite as a Dark Mage has the wrong animation for his ranged attack. Specifically, he turns into a necromancer to attack and then switches back. This was really disco...
- January 5th, 2007, 11:28 am
- Forum: Mainline Campaign Development
- Topic: Descent into Darkness
- Replies: 232
- Views: 149103
- January 3rd, 2007, 8:04 pm
- Forum: Faction & Era Development
- Topic: Spacenoth: New Year's Alpha released!
- Replies: 64
- Views: 17600
That was fun :). I'm not registered on the other forums, so I might as well comment here. - While the Planet/Village flag on your planets is a cool satellite thingy, it defaults back to a flag for enemy planets. Possibly this was intended, but I thought I'd mention it just in case. - I would reduce ...
- December 11th, 2006, 7:09 pm
- Forum: Scenario & Campaign Development
- Topic: Dark Elf Campaign: A New Threat
- Replies: 383
- Views: 76901
I was interested in trying this campaign; however, the only version that appears to be on the server (on port 15002) is version 0.4.2a, shich is clearly out of date. I can't find anything on 003 or 004 (the default for the current version). Am I just being slow, or should the latest version be aroun...
Potentially, I think it could work in multiplayer, if it was handled correctly. Basically, you could create an option on the scenario, specifying how much gold's worth of troops are allowed on the recall list. The default would be 0, i.e. recruiting only. Then have a mechanism for saving an army lis...
- July 25th, 2006, 5:42 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 8 - Clearwater Port
- Replies: 55
- Views: 45784
- June 15th, 2006, 5:48 pm
- Forum: Art Contributions
- Topic: Post your Team-color frames here
- Replies: 124
- Views: 28088
- June 2nd, 2006, 8:22 am
- Forum: Ideas
- Topic: Ability Idea: Sacrifice
- Replies: 30
- Views: 5314
- June 1st, 2006, 7:59 pm
- Forum: Users’ Forum
- Topic: 1.1.4 Autosave feature
- Replies: 36
- Views: 6622
- June 1st, 2006, 6:39 pm
- Forum: Strategies & Tips
- Topic: is Wesnoth too hard to be fun...?
- Replies: 48
- Views: 15229
- June 1st, 2006, 3:01 pm
- Forum: Ideas
- Topic: Units flashing when hit
- Replies: 51
- Views: 7207
- May 30th, 2006, 9:58 pm
- Forum: Users’ Forum
- Topic: Blinking HP bars
- Replies: 23
- Views: 4496
That sounds like a good idea - although after playing for ~10 minutes, I don't notice the flash at all. ATM, for most of the combat there are no HP bars, so they can't exactly flash white. If the bars were visible for longer (i.e. long enough to actually see what the HP is) then have a feeling it wo...
- May 30th, 2006, 9:48 pm
- Forum: Users’ Forum
- Topic: Blinking HP bars
- Replies: 23
- Views: 4496
Blinking HP bars
I'm not sure where to put this, so I figured this was the safest bet. I am experiencing the phenomenon of unit HP bars blinking on during combat (Wesnoth 1.1.4 on Windows XP). For most of the combat the bars are not visible, but they appear for a split second between attacks. I'm not sure if this is...