Search found 161 matches

by zol
September 4th, 2006, 10:44 am
Forum: Release Announcements, Compiling & Installation
Topic: Draft: Wesnoth 1.2 Release Notes
Replies: 24
Views: 9910

Re: Draft: Wesnoth 1.2 Release Notes

[There are] very few successful Free/Open Source games.
Not sure why you would want to say this, but in any case, it is external to the project itself.
i.e. Not actually the information sought here.
by zol
August 30th, 2006, 2:26 am
Forum: Users’ Forum
Topic: Question about feet
Replies: 26
Views: 5078

Flying units' range includes canyon (e.g. chasm, lava). Woodlandfloat is the only movetype to use the word "float" in the sense of hover, or ground-dependent flight. It cannot enter the canyon terrain type. (There is also a float movetype for ships that is restricted to water and swamp.)
by zol
August 24th, 2006, 7:12 am
Forum: Coder’s Corner
Topic: Pick the amount of random you accept
Replies: 27
Views: 8791

What is this `number/number` notation? Acheived/Expected damage?

Warning: Random thought. Read at own risk.
Combat as usual, but deviation from EV compensated elsewhere, e.g. gold (to use the standard answer-to-everything variable).
by zol
August 24th, 2006, 6:31 am
Forum: Ideas
Topic: Repositioning HP and XP bars
Replies: 69
Views: 12636

Lord Aether wrote:Not really liking it.
Meh. It was just a thought.
I figured that anyone who wants to watch the bars would get a bigger kick out of seeing both side by side.
by zol
August 24th, 2006, 6:16 am
Forum: Users’ Forum
Topic: Question about feet
Replies: 26
Views: 5078

Sense is not made by things , but can be made of them by appropriate processes. woodlandfloat undeadfoot naga --------- cavewall 99 99 99 canyon 99 99 99 mountains 2 3 5 hills 1 2 3 tundra 1 2 2 forest 1 2 3 fungus 2 2 2 cave 2 2 2 castle 1 1 2 village 1 1 1 grassland 1 1 2 sand 1 2 1 swamp 1 2 1 sh...
by zol
August 24th, 2006, 4:42 am
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8039

Swapping with allied units is beyond consideration, I think.
Swapping with own units however, when 'allies' (esp. AI ones) get in the way and wreck your logistics would be rather handy.
by zol
August 24th, 2006, 4:27 am
Forum: Ideas
Topic: Repositioning HP and XP bars
Replies: 69
Views: 12636

A basic idea, open to variation e.g. include team colour in case "your bar is always on the left" isn't clear etc.
by zol
August 24th, 2006, 3:49 am
Forum: Users’ Forum
Topic: Question about feet
Replies: 26
Views: 5078

JW wrote:Actually, Flametrooper, nagas use movetpye=naga, not movetype=swimmer.
and have the same range as woodlandfloat and undeadfoot.
Um ... yeah :?
by zol
August 24th, 2006, 2:59 am
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8039

let's close the discussion now. :) turin is so easy to please. :P Limited version: Permit swapping only if neither unit is within enemy ZOC. This does not alter the combat/defence situations that most this thread (and the one linked by scott) centres on. Passing through narrow passages of bad terra...
by zol
August 23rd, 2006, 3:42 pm
Forum: Users’ Forum
Topic: a stupid question
Replies: 22
Views: 4100

For anyone who hasn't taken statistics (and perhaps some who have), it isn't clear that Expected Value in the game doesn't mean 'What a good player is expected to acheived given the same chances'. :wink:
by zol
August 23rd, 2006, 3:18 pm
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8039

scott wrote: but I am fanatically against the idea if it can negate ZOC.
Just to be clear, I don't think anyone's thinking of going that far.
My reference to ZOC sees it operating normally with or without swapping.
by zol
August 23rd, 2006, 2:49 pm
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8039

I've considered the 'gridlock' situation before, in which a group has no free cells through which to shuffle units, although I've never actually seen it used against a group of more than two units. More generally, careful play can prevent some units in a group from changing position, except perhaps ...
by zol
August 23rd, 2006, 1:52 pm
Forum: Users’ Forum
Topic: Question about feet
Replies: 26
Views: 5078

The 'movetype' definitions are in {wesnoth}/data/units.cfg
Unit files are in {wesnoth}/data/units/, if you want to see how they are used ('movement_type').
by zol
August 23rd, 2006, 1:06 pm
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8039

turin wrote:
Sapient wrote:This is a frequently proposed idea. The possibility has not been entirely ruled out, IIRC.
Um... yes it has... isn't that what being an FPI usually means?
Not all frequently proposed ideas are FPIs. :o
by zol
August 23rd, 2006, 2:16 am
Forum: Ideas
Topic: Swap
Replies: 31
Views: 8039

The difficulty you describe is an element of gameplay just as being unable to move through all terrains equally well is.
It is not a limitation of the interface, but one of the challenges that the game presents.