Search found 15 matches

by Dominikus
October 13th, 2006, 1:48 pm
Forum: Ideas
Topic: Idea to remove the limits of the current terrain system
Replies: 152
Views: 34142

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...
by Dominikus
October 13th, 2006, 1:40 pm
Forum: Ideas
Topic: Idea to remove the limits of the current terrain system
Replies: 152
Views: 34142

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...
by Dominikus
October 9th, 2006, 10:50 pm
Forum: Ideas
Topic: Idea to remove the limits of the current terrain system
Replies: 152
Views: 34142

(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...
by Dominikus
October 9th, 2006, 1:05 pm
Forum: Ideas
Topic: Idea to remove the limits of the current terrain system
Replies: 152
Views: 34142

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 ...
by Dominikus
October 9th, 2006, 12:19 pm
Forum: Multiplayer Development
Topic: New [map] BBCode tag
Replies: 31
Views: 9819

How about "8"?
Special reason that it's missing on the map?
by Dominikus
October 9th, 2006, 11:59 am
Forum: Ideas
Topic: Troll trait: Stupid
Replies: 24
Views: 5916

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 ch...
by Dominikus
October 9th, 2006, 11:28 am
Forum: Ideas
Topic: New terrain: forest village
Replies: 43
Views: 11094

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 ...
by Dominikus
September 21st, 2006, 6:24 pm
Forum: Scenario & Campaign Development
Topic: Campaign: Invasion of Arendia
Replies: 618
Views: 139770

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...
by Dominikus
September 21st, 2006, 10:16 am
Forum: Scenario & Campaign Development
Topic: Campaign: Invasion of Arendia
Replies: 618
Views: 139770

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...
by Dominikus
September 20th, 2006, 4:40 pm
Forum: Scenario & Campaign Development
Topic: Campaign: Invasion of Arendia
Replies: 618
Views: 139770

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...
by Dominikus
September 20th, 2006, 10:33 am
Forum: Scenario & Campaign Development
Topic: Campaign: Invasion of Arendia
Replies: 618
Views: 139770

Dominikus wrote:in "Midnight raiding" the enemy leaders just don't recruit any unit .
I found out why this is so. In the scenatio file the line recruit= simply count no unittypes (I assume it should be recruit=fighter,archer for Sir Hoaxely, but what may the caravan recruit?)
by Dominikus
September 20th, 2006, 9:43 am
Forum: Scenario & Campaign Development
Topic: Campaign: Invasion of Arendia
Replies: 618
Views: 139770

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: u...
by Dominikus
July 8th, 2006, 9:38 am
Forum: Mainline Campaign Development
Topic: [Historical] Campaign-Rebirth of the North
Replies: 384
Views: 116950

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 ...
by Dominikus
June 29th, 2006, 10:42 am
Forum: Heir to the Throne
Topic: Scenario 20a: Home of the North Elves
Replies: 44
Views: 45876

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...
by Dominikus
June 28th, 2006, 1:54 pm
Forum: Heir to the Throne
Topic: Scenario 20a: Home of the North Elves
Replies: 44
Views: 45876

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...