Search found 162 matches
- January 30th, 2007, 6:09 pm
- Forum: Multiplayer Development
- Topic: 4P - Exodus
- Replies: 12
- Views: 3805
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...
- January 30th, 2007, 5:01 am
- Forum: Multiplayer Development
- Topic: 4P - Exodus
- Replies: 12
- Views: 3805
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...
- January 30th, 2007, 1:33 am
- Forum: Multiplayer Development
- Topic: 4P - Exodus
- Replies: 12
- Views: 3805
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...
- January 27th, 2007, 7:30 pm
- Forum: Multiplayer Development
- Topic: 4P - Exodus
- Replies: 12
- Views: 3805
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&&&&&&&...
- September 7th, 2006, 1:59 am
- Forum: Multiplayer Development
- Topic: problem w/ server
- Replies: 8
- Views: 2692
- August 19th, 2006, 12:12 am
- Forum: Ideas
- Topic: Recruitable mermaid initates?
- Replies: 29
- Views: 5588
- August 18th, 2006, 6:22 pm
- Forum: Multiplayer Development
- Topic: Knalgans/ Criminals
- Replies: 90
- Views: 12573
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...
- August 18th, 2006, 6:10 pm
- Forum: Ideas
- Topic: Recruitable mermaid initates?
- Replies: 29
- Views: 5588
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...
- August 18th, 2006, 12:54 pm
- Forum: Ideas
- Topic: Unit Idea: goblin pillager L1 version
- Replies: 26
- Views: 3973
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 ...
- August 18th, 2006, 12:36 pm
- Forum: Ideas
- Topic: Recruitable mermaid initates?
- Replies: 29
- Views: 5588
- August 18th, 2006, 12:31 pm
- Forum: Ideas
- Topic: Trait Brainstorm: Traitor
- Replies: 28
- Views: 4586
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...
- August 18th, 2006, 12:16 pm
- Forum: Multiplayer Development
- Topic: 2P - Eyes_on_You
- Replies: 4
- Views: 1459
- August 17th, 2006, 12:23 pm
- Forum: Ideas
- Topic: Unit Idea: goblin pillager L1 version
- Replies: 26
- Views: 3973
- August 16th, 2006, 6:11 pm
- Forum: Ideas
- Topic: Trait Brainstorm: Traitor
- Replies: 28
- Views: 4586
- August 16th, 2006, 12:46 pm
- Forum: Ideas
- Topic: Recruitable Sub-Leaders
- Replies: 25
- Views: 5607
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 ...