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Yesterday, 1:58 am
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64723

Re: The High Seas (Naval MP Scenario)

Sorry, can I ask how I play the add-on? I downloaded the zip, extracted it, and put in in the add-ons folder under data in my 1.16 wesnoth. Where can I find it? On the multiplayer "Create Game" screen, if you select "Scenarios", there should be a scenario in the list called &quo...
by name
March 26th, 2024, 8:33 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64723

Re: The High Seas (Naval MP Scenario)

BTW does it advise in the scenario description that if playing with less than 3 to set them to empty? That'd be good for first time players. Great idea, somehow I forgot about using the scenario description as a tool for communicating the setup instructions. Perhaps the biggest remaining issue bloc...
by name
March 23rd, 2024, 7:17 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64723

Re: The High Seas (Naval MP Scenario)

The High Seas Alpha-5 is released: The_High_Seas_Alpha-5.zip Changes: - Monster spawners based on unit costs (bigger monsters are less numerous) - Weakened some storehouse and bank guard forces - Reduced crew injury radius (radius = damage / 12) - Gold varies by bank (better guarded banks have more ...
by name
March 23rd, 2024, 7:16 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64723

Re: The High Seas (Naval MP Scenario)

The guards ARE big yes but I actually feel that it is right that way. You have to build up a strong force before you can rob a bank or loot a storehouse. I have not gotten that far but hopefully it is doable. They should be tough nuts to crack. This next version should have more variation as far as...
by name
March 21st, 2024, 2:18 am
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64723

Re: The High Seas (Naval MP Scenario)

Sorry about the out of control difficulty level. :oops: I have play tested this scenario enough times over the course of its renewed development that it appears to get easier and easier when really I am just learning more tricks for beating it. So I keep unwittingly upping the number and size of ene...
by name
March 19th, 2024, 3:10 am
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64723

Re: The High Seas (Naval MP Scenario)

The High Seas Alpha-4 is (finally) released: The_High_Seas_Alpha-4.zip Changes: All settlements exist entirely in the world map (for much faster and easier crew movement when doing raids) Each cargo producing settlement has a storehouse and whoever controls it can loot all that their ship will carry...
by name
November 10th, 2023, 6:10 pm
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 352
Views: 1831330

Re: Winds of Fate

Hmm, but doesn't that make random recruits also be potentially female? Or is that the goal anyway? The translation issue doesn't necessarily require allowing recruits to be female. My guess is recruit gender randomization would still need gender=male,female in order to work. Which is not really the...
by name
November 7th, 2023, 1:46 am
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 352
Views: 1831330

Re: Winds of Fate

For italian, manage with the "naga approach" (or saurian) is fine. I can try this approach first and see if it does not spark a controversy or technical limitation of some kind. We could change,, of course, but it will involve a full review of almost all campaigns and I'm not so sure the ...
by name
November 5th, 2023, 7:54 pm
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 352
Views: 1831330

Re: Winds of Fate

Point 1 is fine for me, and reasonable. Still in need of female units name... Hmm, I suppose we might do the same thing for all drake units that is currently done for most naga units: gender=male,femaie Do you see any problems with how the Naga Fighter was translated into Italian? There are some ot...
by name
November 5th, 2023, 12:49 am
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 352
Views: 1831330

Re: Winds of Fate

I remember that in the Drake Society, the female drake was not involved in fight, only parental care and similar: something changed ? In the units, drakes are only male. If now we can have female drake soldiers, some languages would need the female equivalent of unit name. However, playing the camp...
by name
October 18th, 2023, 4:01 pm
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 352
Views: 1831330

Re: Winds of Fate

Hey! It is famous investigative journalist qudobup from Free Gamer. :) What does "of the far side" mean here? Simply "far away" or "on the enemy side" (a spy)? A bit of both... the "faerie world" is a transcendental realm like the "land of the dead" ...
by name
September 16th, 2023, 1:27 pm
Forum: Art Contributions
Topic: New saurian units
Replies: 9
Views: 5966

Re: New saurian units

I just want to say I hope the Seer and Prophet sprites can be ready in time for 1.18. They really add a lot to both multiplayer and singleplayer, and feel like some of the only advancments still sorely absent from the game.
by name
September 1st, 2023, 5:00 pm
Forum: Multiplayer Development
Topic: Improved King of the Hill
Replies: 8
Views: 4346

Re: Improved King of the Hill

After further sweeping changes thanks to game logic advice from Hejnewar and the Lua API expertise of Celtic_Minstrel, an improved King of the Hill has been added to 1.17.20 and should appear in 1.18. The new mechanics are as follows: A side with a leader holding the hill keep gets bonus gold each t...
by name
September 1st, 2023, 4:26 pm
Forum: Multiplayer Development
Topic: Balance changes for 1.18
Replies: 87
Views: 78157

Re: Balance changes for 1.18

I think something we should all consider is how long the unit balance has been frozen in time only because the wesnoth development project has been understaffed. Before Hejnewar, there were what... 10 or 12 years since the preceding head of multiplayer balance? It is not like balance changes stopped...
by name
May 30th, 2023, 12:28 pm
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 352
Views: 1831330

Re: Winds of Fate

lobadzip wrote: May 30th, 2023, 4:10 am Hey, guys. Wondering if I should I be playing this in 1.17 or just get it as an add-on in 1.16, are there any major/minor differences lore or otherwise
At the moment, both versions are mostly the same.