Search found 162 matches

by FleshPeeler
January 30th, 2007, 6:09 pm
Forum: Multiplayer Development
Topic: 4P - Exodus
Replies: 12
Views: 3324

Alright, I will dig out the AI glitch replays. For now, here's a replay from last night that I'm certain warrants some reworking of the left/right side terrains. Elves destroy the map in a total of 22 turns, killing their opponent on turn 4 (I played as Elves using the strategy JW suggested). This r...
by FleshPeeler
January 30th, 2007, 5:01 am
Forum: Multiplayer Development
Topic: 4P - Exodus
Replies: 12
Views: 3324

One very big problem with this map that I forgot to mention: the AI gets really confused playing with this map. -AI's tendency to drift towards the top of the map sometimes sends their leaders into useless positions in the sea above. Also they sometimes completely ignore their opponent to engage eac...
by FleshPeeler
January 30th, 2007, 1:33 am
Forum: Multiplayer Development
Topic: 4P - Exodus
Replies: 12
Views: 3324

On the topic of P1 reaching the center first: This was my biggest challenge when building the map. Since Wesnoth is turn-based, it seems impossible to make a map that's styled as a race when clearly the person who moves first would reach the goal first. It is in fact more effective to hold off all r...
by FleshPeeler
January 27th, 2007, 7:30 pm
Forum: Multiplayer Development
Topic: 4P - Exodus
Replies: 12
Views: 3324

4P - Exodus

I've decided to try my hand at building a new map that challenges the way people play Wesnoth. After many failed attempts and numerous drafts, playtests, and tweaks, here is the result of that work: [map]&&&&&&&ddcsccsskgZdsssdZgkssccscd&&&&&&&...
by FleshPeeler
September 7th, 2006, 1:59 am
Forum: Multiplayer Development
Topic: problem w/ server
Replies: 8
Views: 2308

I tried connecting to MP server using the steps above and I got the error message "This server requires version 1.1.10 while you are 1.1.7." Why do I require a version that doesn't exist yet? :mrgreen:
by FleshPeeler
August 19th, 2006, 12:12 am
Forum: Ideas
Topic: Recruitable mermaid initates?
Replies: 29
Views: 4607

Noy wrote: Do you have an opinion on everything? If you played an ounce of the MP that Myth has, maybe you might realize how foolish you sound on here sometimes.
Yeah, because general flaming is a lot more productive . . .
by FleshPeeler
August 18th, 2006, 6:22 pm
Forum: Multiplayer Development
Topic: Knalgans/ Criminals
Replies: 90
Views: 10565

While Poacher and Thug appear very seldomly in MP (except against Undead), I don't think it's right to remove Outlaws from the Knalgan side. They need some cheap units to hold the line. Maybe they should however be powered up a little to make them worth the gold they cost. Most Northerner units cost...
by FleshPeeler
August 18th, 2006, 6:10 pm
Forum: Ideas
Topic: Recruitable mermaid initates?
Replies: 29
Views: 4607

good water unit, which they will use against all factions, and which they, by my humble opinion lack now You've obviously never had the chance to take Saurians into swamps. :/ I hear what you're saying, but Drakes do have significant water advantages despite the lack of a dedicated water unit. -Dra...
by FleshPeeler
August 18th, 2006, 12:54 pm
Forum: Ideas
Topic: Unit Idea: goblin pillager L1 version
Replies: 26
Views: 3293

1) means that only the Troll Whelp will have alternate upgrade paths. Currently there are ONLY TWO units in the Northerner faction that gives you multiple choices. Three. Goblin Spearman --> Goblin Impaler OR Goblin Rouser. Then again Goblins generally aren't the most likely units to have leveling ...
by FleshPeeler
August 18th, 2006, 12:36 pm
Forum: Ideas
Topic: Recruitable mermaid initates?
Replies: 29
Views: 4607

Knalgans are a considerable force as is. I don't see it necessary to give them a supporting unit that helps those cursed Gryphons meddling with my business.
by FleshPeeler
August 18th, 2006, 12:31 pm
Forum: Ideas
Topic: Trait Brainstorm: Traitor
Replies: 28
Views: 3802

The original idea was a unit which did by some means turns upon you. Mercenary is a pretty big variation of this . . . a mercenary pledges no allegiance to either side so being able to buy them away doesn't make them traitorous. It would be funny if a unit with Traitorous left your side as soon as y...
by FleshPeeler
August 18th, 2006, 12:16 pm
Forum: Multiplayer Development
Topic: 2P - Eyes_on_You
Replies: 4
Views: 1235

After seeing this map I eventually had the urge later in the day to look up Lakitu on Wikipedia and read about his goggles. I'm such a Nintendo nerd that that's actually true :oops:

Can't wait to get a chance to play this one, it looks like it could be a lot of fun!
by FleshPeeler
August 17th, 2006, 12:23 pm
Forum: Ideas
Topic: Unit Idea: goblin pillager L1 version
Replies: 26
Views: 3293

It's not that I'm against the idea, but "Nay" on splitting Pillager from the Wolfrider line. I've been meaning to draw up some diagrams concerning the current advancement system. I feel it's incomplete because some factions have many more advancements than others, and some even go beyond L...
by FleshPeeler
August 16th, 2006, 6:11 pm
Forum: Ideas
Topic: Trait Brainstorm: Traitor
Replies: 28
Views: 3802

Dragon Master wrote:I would like Sangel's idea if your oppenent chose to recruit your mercenary, you could choose to top his bid, and so on.
Thought of this as well, but then I remembered that in MP, it is preferable for you to have no actions at all when it is not your turn.
by FleshPeeler
August 16th, 2006, 12:46 pm
Forum: Ideas
Topic: Recruitable Sub-Leaders
Replies: 25
Views: 4601

True, allowing more than one leader (or subleader) would be interesting for a campaign. Recruiting subleader as a general rule would IMHO be too much change. But it could be nice if scenario script could give you two leaders - maybe only for the selected scenarios. Maybe they should have different ...