Search found 32 matches
- January 15th, 2011, 9:52 am
- Forum: Ideas
- Topic: [mainline]Giant Scorpion's resistance
- Replies: 19
- Views: 7848
Re: [mainline]Giant Scorpion's resistance
What is "QFT"?Frogger5 wrote:QFT
- January 15th, 2011, 8:53 am
- Forum: Ideas
- Topic: [interface] Add-on description in own pane.
- Replies: 2
- Views: 1037
[interface] Add-on description in own pane.
At the moment, the add-ons screen lists looooooooots of add-ons. You click one to select it, you hit the "description" button, you see what it does, you select the next one, etc. etc. When scanning through lots of add-ons it would speed things up a lot if there were a pane at the bottom of...
- January 15th, 2011, 3:42 am
- Forum: Ideas
- Topic: Scenario X of Y
- Replies: 9
- Views: 2484
Re: Scenario X of Y
Bugger, good point.Gambit wrote:This would be up to individual campaigns because of the ability to branch.
Is there a middle ground - eg. make it a flag that's on by default but easy to turn off?
- January 15th, 2011, 3:39 am
- Forum: Ideas
- Topic: [mainline]Giant Scorpion's resistance
- Replies: 19
- Views: 7848
Re: [mainline]Giant Scorpion's resistance
So, impact attack is the recommendation at first glance, but it's really more of a crush attack (a la Wose), and anyway look at the force necessary to kill a normal puny scorpion. Exactly . It's not that the Scorpion is vulnerable to the impact damage type, it's that a person stepping on them is hu...
- January 14th, 2011, 11:27 pm
- Forum: Ideas
- Topic: Scenario X of Y
- Replies: 9
- Views: 2484
Scenario X of Y
I just played through "The South Guard". While a great campaign, it did have kind of an "Ah, this must be the end... no, this must be the end! No..." thing going on. :lol2: And I kept pacing my troop attrition accordingly and getting whomped. That got me thinking: it'd be nice if...
- January 11th, 2011, 6:34 am
- Forum: Technical Support
- Topic: All moves used up when multiple units try for village
- Replies: 5
- Views: 1094
Re: All moves used up when multiple units try for village
That's correct, thanks for the clarification.Anonymissimus wrote:tr0ll:
I suppose he's refering to the feature known as "setting waypoints" instead.
Gna doesn't seem to be letting me sign up. Would someone else report this, please?
Thanks.
- January 9th, 2011, 2:50 am
- Forum: Technical Support
- Topic: All moves used up when multiple units try for village
- Replies: 5
- Views: 1094
All moves used up when multiple units try for village
I accidentally assigned two different cavalry units to take the same village next turn. One grabbed the village and the other didn't, but both their moves were fully used up.
Shouldn't the one that failed to take the village still have its moves left?
Thanx.
Shouldn't the one that failed to take the village still have its moves left?
Thanx.
- January 1st, 2011, 10:26 am
- Forum: Descent into Darkness
- Topic: Scenario Review: DiD 12 - Endless Night
- Replies: 80
- Views: 110485
Re: Scenario Review: DiD 12 - Endless Night
A minor whinge: By the end of the level I've seized all the villages. At the next wave, they've reverted to neutral again. It doesn't matter a great deal, but it'd be a nice touch if you could carry over the village statuses...
- January 1st, 2011, 6:48 am
- Forum: Ideas
- Topic: [mainline] Played campiagns in map as memor
- Replies: 15
- Views: 4124
Re: [single player / immersion] Played campiagns in map as m
Well finished campaigns have a wreath around them in the [campaign] section of the Wesnoth game. Placing a memorial would be strange for replays... Imagine playing a WWII game with a D-Day memorial next to you. Kind of strange. If you want a picture, save a replay or take a picture yourself (print ...
- December 31st, 2010, 10:15 pm
- Forum: Developers’ Discussions
- Topic: [engine] Generate black backgrounds for art on install?
- Replies: 39
- Views: 23226
Re: [engine] Generate black backgrounds for art on install?
The dwarf is indeed a bit fuzzier. :( The necromancer looks pretty good to me. Typically, it means that either the graphic software used a different downscaling algorithm than Wesnoth, or both the transparent portrait and the small one were downscaled from a third one, or the artist postprocessed th...
- December 31st, 2010, 2:42 pm
- Forum: Ideas
- Topic: [interface] A journal/log of messages
- Replies: 1
- Views: 617
[interface] A journal/log of messages
It would be handy to have a record of the conversations undertaken in the campaign so far. A "log" or "journal" like that in some RPGs.
Is that possible?
Thanx.
Is that possible?
Thanx.
- December 23rd, 2010, 2:02 am
- Forum: Writers’ Forum
- Topic: Typo in Necrophage help
- Replies: 0
- Views: 736
Typo in Necrophage help
The Necrophage help says "But the most revolting thing about these fratures [...]". Pretty sure that should be "creatures"...
- December 22nd, 2010, 11:59 pm
- Forum: Descent into Darkness
- Topic: Scenario Review: DiD 1 - Saving Parthyn
- Replies: 42
- Views: 39897
Re: Scenario Review: DiD 1 - Saving Parthyn
In the initial screen of the campaign, there is a graphical glitch where the text caption section of the screen overlaps the art.
- December 22nd, 2010, 11:51 pm
- Forum: Ideas
- Topic: [engine] Save Game Organizer
- Replies: 14
- Views: 4150
Re: [engine] Save Game Organizer
What is the rationale behind not just using the standard OS Load/Save dialog?
Is it purely a matter of aesthetics and if so can it be 'skinned'?
This really is an area where Wesnoth functionality lags behind standard...
Is it purely a matter of aesthetics and if so can it be 'skinned'?
This really is an area where Wesnoth functionality lags behind standard...
- December 22nd, 2010, 11:49 pm
- Forum: Developers’ Discussions
- Topic: [engine] Generate black backgrounds for art on install?
- Replies: 39
- Views: 23226
Re: [engine] Generate black backgrounds for art on install?
Firstly, wow! That's brilliant work, Silene! Can you guess which portrait was automatically generated by the engine? EDIT: uploaded a new image after fixing some bugs in the engine downscaler. I'm on a 17" LCD, so it might be more obvious on larger monitors, but I actually can't tell which port...