Search found 68 matches

by Caeb
May 19th, 2008, 6:46 pm
Forum: Faction & Era Development
Topic: The Vorpal Tide (Dev. Stage: Resurecting)
Replies: 108
Views: 14090

Re: The Vorpal Tide (Dev. Stage: Resurecting)

hey, I've been waiting half a year for an alpha release... this had better be a good one... 8)
by Caeb
March 26th, 2008, 2:25 am
Forum: Technical Support
Topic: Search Button Missing?
Replies: 3
Views: 701

Search Button Missing?

maybe I'm blind, but I don't see one in this version of the forums...
by Caeb
February 24th, 2008, 12:23 am
Forum: Ideas
Topic: Team change during game
Replies: 23
Views: 2495

already implemented in one of appleide's maps from an earlier 1.3 version, I think...

ahh, here it is: http://www.wesnoth.org/forum/viewtopic. ... highlight=
by Caeb
January 10th, 2008, 8:27 pm
Forum: Ideas
Topic: Quicker game mechanics
Replies: 22
Views: 1766

another problem with allies moving simultaneously is that it would give a turn advantage to the allied team that moves first... that's why you see team games with 1221 instead of 1122 as the default turn order of players...
by Caeb
January 9th, 2008, 9:00 pm
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 13654

other than more replays, I think all the relevant arguments willing to be taken into consideration by the devs have been made on this subject... in the same vein as the Fencer debates, all I hear are people complaining that their Swiss knives have too many useless functions when they're trying to us...
by Caeb
January 4th, 2008, 8:30 am
Forum: Art Contributions
Topic: Walking Corpses Renewal
Replies: 117
Views: 32603

sorry to dig up old bones, but I was wondering if an elf variation was in the works, or will they remain forever bound to the same cadaver as humans...?
by Caeb
January 4th, 2008, 12:44 am
Forum: Multiplayer Development
Topic: Is undead strategy unidimensional?
Replies: 12
Views: 1818

actually, I believe in earlier versions, bats were underpriced and could be spammed to easily grab a quick economic advantage... back on topic, it does seem that Undead tend to play more straightforward than most factions, but that's part of their own uniqueness... perhaps more than any other factio...
by Caeb
December 19th, 2007, 5:25 am
Forum: Ideas
Topic: Tunneling through caves
Replies: 10
Views: 1194

don't forget those lovable zolpha from A Gryphon's Tale... so fragile...
by Caeb
December 7th, 2007, 11:15 pm
Forum: Strategies & Tips
Topic: Faction Observations: Who's the strongest? Who's the best?
Replies: 243
Views: 57586

well, they tend to: -be faster, so they can reach the villages and high ground first... -be cheaper, so they can control the zones of combat and rotate in/out accordingly... -be chaotic and have better terrain defense, so they can hold their ground in the day and strike with force at night... backst...
by Caeb
December 7th, 2007, 4:12 am
Forum: Strategies & Tips
Topic: Faction Observations: Who's the strongest? Who's the best?
Replies: 243
Views: 57586

Frostfire wrote:Basically if a dwarf wants to, he can drag a game out into oblivion by building tons of guardsmen and just putting them on hills, mountains, and villages. Of course I may just be missing something there balance-wise.
what you're missing is what some like to call HODOR...
by Caeb
December 6th, 2007, 3:28 am
Forum: Multiplayer Development
Topic: Fencers
Replies: 30
Views: 3560

The Loyalist army is the only one that can recruit 8 units. has the Knalgan Alliance disbanded...? :shock: as for the fencer, being a skirmishing elusivefoot should make them specialized enough to be used, especially if you prefer to play with a bit of tactical style rather than just brute force......
by Caeb
December 6th, 2007, 2:59 am
Forum: Strategies & Tips
Topic: Faction Observations: Who's the strongest? Who's the best?
Replies: 243
Views: 57586

haha, European humor... :? but yes, effectively using the units that don't necessarily do the most damage in a given matchup (e.g. WCs, goblins, shamans, fencers, poachers, etc...) can separate great play from good...
by Caeb
December 5th, 2007, 10:42 am
Forum: Scenario & Campaign Development
Topic: Campaign: Fall of Silvium
Replies: 169
Views: 37138

oh, I see now... when it says "northeast," it means strictly northeast... otherwise, not much room for sight-seeing... and even once you see the allies, the enemy gets in its attack first, so some luck is involved... maybe if your allies are allowed to move before the enemy's turn as soon as you can...
by Caeb
December 5th, 2007, 3:21 am
Forum: Scenario & Campaign Development
Topic: Campaign: Fall of Silvium
Replies: 169
Views: 37138

not sure when or where the reinforcements are supposed to come from... I've tried moving in every direction, but the enemy ships always catch up around turn 4 and there's no indication that any units outside of your starting 3 are given... (maybe it's because I've been using 1.3.10+svn for MP capabi...
by Caeb
December 4th, 2007, 10:34 am
Forum: Scenario & Campaign Development
Topic: Campaign: Fall of Silvium
Replies: 169
Views: 37138

exactly how do you beat this "Iceswept Bay"...? your ships have 4 movement and no weapons, enemy ships have 7 moves, you're outnumbered 2:1, and you only get a 1 turn head start... or is this as far as the campaign has been worked on...?