Search found 15 matches
- October 13th, 2006, 1:48 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 22958
The main problem when using unicode is not the editor but the keyboard. For things like entering a text I would fully agree. But for a map, simply open a character-table. This is not so different from clicking the desired type in the graphic editor. For purposes other than user-visible text, one sh...
- October 13th, 2006, 1:40 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 22958
and chaning the internal terrain-type from char to int should be no problem either. That judgement is based upon what??? I got to with unicode-portation at work often. The most heavy part is converting the string-functions (search etc), but all ugly cases like single graphemes consisting of multipl...
- October 9th, 2006, 10:50 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 22958
(noone should open them with a non-unicode aware editor). Except, of course, that many do open them with non-UNICODE-aware editors now.... But there is realy no need to - unicode editors are available for free for almost every system. And also most old editors supports this in newer versions. And t...
- October 9th, 2006, 1:05 pm
- Forum: Ideas
- Topic: Idea to remove the limits of the current terrain system
- Replies: 152
- Views: 22958
Why not make the maps UTF-8 ? - This would change none of the existing maps - It allowes for editing as usual (with an unicode-able editor) - it increases the possible terrain-types by far enough - it provides related letters (a good couple of villages can use v with different accents) Of course we ...
- October 9th, 2006, 12:19 pm
- Forum: Multiplayer Development
- Topic: New [map] BBCode tag
- Replies: 31
- Views: 7277
- October 9th, 2006, 11:59 am
- Forum: Ideas
- Topic: Troll trait: Stupid
- Replies: 24
- Views: 3468
Why do we need a trait that just reiterates exactly what we already know? Yes, it should be allowed for most units. Don't mention "they are stupit" in the unit-description, simply let them have the trait. I would generally like to count allowed traits for a unit multiple times, thereby changing the...
- October 9th, 2006, 11:28 am
- Forum: Ideas
- Topic: New terrain: forest village
- Replies: 43
- Views: 7253
Too, subtle, I'm afraid, and too blurry. It needs to be clearly obvious that there's a village there, and the way we currently do that is with a large, clearly shaded, sharply defined building. This village sample would be far too easy to overlook on the map. The underground villages are also very ...
- September 21st, 2006, 6:24 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 605
- Views: 85563
Aaaahhhh!! Now all works well, but that stupid Outlaw Princess Sarah drives me crazy - she still attacks when she had left only one hitpoint and is poisoned. I've tried to leave them a village nearby but she doesn't go there, instead using her skirmish to position herself somewhere surrounded by fiv...
- September 21st, 2006, 10:16 am
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 605
- Views: 85563
Wrong, it uses the Arendian units (as listed in the Imperial Era) Aah! This dependency should be mentioned in the campaign description - or even better, download it automatically if not already installed. At least you should get a big alert, what's missing (e.g. a dialog event) instead of the stand...
- September 20th, 2006, 4:40 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 605
- Views: 85563
In the scenatio file the line recruit= simply count no unittypes Ok, that not it. It's the missing Ardenian units: Ardenian Horesman, Ardenian Swordsman - those should be equal to their Loyalist counterpart, yes? But Ardenian Druid and Ardenian Bowrider are not in the campaing-package. And the Raid...
- September 20th, 2006, 10:33 am
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 605
- Views: 85563
- September 20th, 2006, 9:43 am
- Forum: Scenario & Campaign Development
- Topic: Campaign: Invasion of Arendia
- Replies: 605
- Views: 85563
Hmm. I just started playing "Invasion of Ardenia" (Version 0.1.3 from 05 Sep 06, Wesnoth 1.1.9), and it was fine until "Midnight raiding", where the enemy leaders just don't recruit any unit (which makes it very, very easy and boring), and the next scenario didn't start (error: unknown unit type 'ra...
- July 8th, 2006, 9:38 am
- Forum: Mainline Campaign Development
- Topic: [Historical] Campaign-Rebirth of the North
- Replies: 384
- Views: 79222
Wrong Ranges
I'm playing 1.12 and still 11 units have "long" and "short" attacks instead of "ranged" and "meele" (Highwayman, Rogue_Mage, Shadow_Mage, Shadow_Lord, Brigant, Henchman, Huntsman, Human_ranger, Demilich, Dread_Lich and Fugitive). I've changed this for me, but please correct this in a newer version (...
- June 29th, 2006, 10:42 am
- Forum: Heir to the Throne
- Topic: Scenario 20a: Home of the North Elves
- Replies: 40
- Views: 18956
Re: Scenario Review: (HTTT) Home of the North Elves
Not good enough? Doesn't matter now, we have a string freeze. After a little review - yes. I don't know why I had other wordings in mind. Has it changed in 1.1.7 ? But it's ok now. It has changed now so that the turn after you make it to the woods you win. ok, this feels a lot better now. I still s...
- June 28th, 2006, 1:54 pm
- Forum: Heir to the Throne
- Topic: Scenario 20a: Home of the North Elves
- Replies: 40
- Views: 18956
Re: Scenario Review: (HTTT) Home of the North Elves
(1) What difficulty levels and game versions have you played the scenario on? 1.1.5 on Medium (and many earlier versions, where it was a completey different scenario) (2) How difficult did you find the scenario? (1-10) 2 - you can easily avoid nearly any conflict if you go straight east along the ri...