Search found 52 matches
- April 8th, 2008, 3:20 pm
- Forum: Game Development
- Topic: "Fantasy Wars"
- Replies: 30
- Views: 11651
Re: "Fantasy Wars"
It's really a turn-based hexagonal strategy. I haven't played it myself, but heard people using words "like Wesnoth" describing it:)
- April 8th, 2008, 2:57 pm
- Forum: Coder’s Corner
- Topic: AI and SWIG
- Replies: 5
- Views: 2621
Re: AI and SWIG
No, it's not finished. I haven't enough time lately, I'll continue after 14th april.allefant wrote: Did you post your Lua patch btw.? I might look at it if it's ready, or in any case, post one for Python when it's at the same stage.
Here is about all of it.
O'll post Python one when it is finished, of cause.
- April 8th, 2008, 2:20 pm
- Forum: Users’ Forum
- Topic: I am going to invade Wesnoth! What?
- Replies: 6
- Views: 2356
Re: I am going to invade Wesnoth! What?
Radio.
And Wesnoth is actually game about high-tech wars of giant robots. All that you see on map is up-to-scale. Units looking exactly like humans/orcs/animals etc. is juat a coincidence (or robot builders design choice).
And Wesnoth is actually game about high-tech wars of giant robots. All that you see on map is up-to-scale. Units looking exactly like humans/orcs/animals etc. is juat a coincidence (or robot builders design choice).
- April 7th, 2008, 3:05 pm
- Forum: Users’ Forum
- Topic: No mouse, no touchpad, just good old keyboard ...
- Replies: 16
- Views: 4489
Re: No mouse, no touchpad, just good old keyboard ...
Advance Wars plays without mouse. As well as Advance Tacticts, Final Fantasy tactics, etc. And they have a ranged attacks even.
Basically, all what is needed to keyboardise most of Wesnoth gameplay - add six keys for moving selected unit (attack is just moving unit to enemy's hex)
Basically, all what is needed to keyboardise most of Wesnoth gameplay - add six keys for moving selected unit (attack is just moving unit to enemy's hex)
- April 7th, 2008, 2:08 pm
- Forum: Coder’s Corner
- Topic: AI and SWIG
- Replies: 5
- Views: 2621
Re: AI and SWIG
Another concern is that last time I tried to use SWiG for something it seemed that the code it output was long-winded and incomprehensible. This was a while ago though. I think a better idea might be to clean up and properly comment the current python interface. It's not so bad, just a little disor...
- April 7th, 2008, 1:43 pm
- Forum: Game Development
- Topic: "Fantasy Wars"
- Replies: 30
- Views: 11651
Re: "Fantasy Wars"
May be, it's "Fantasy General"?freddf wrote:Yesterday I went to a friend's place and he showed me this game. It reminded me of BfW. We didn't spent much time with it, so I wanted to know if somebody on this forum played it and how far the similarities with BfW go?
- April 5th, 2008, 1:07 pm
- Forum: Coder’s Corner
- Topic: AI and SWIG
- Replies: 5
- Views: 2621
AI and SWIG
So, question is - do we want a support of writing AI and/or event handlers on external script languages? If yes, are we ok with just existing python binding, or it's good to add others (or improve binding to Python, at least)? If yes, then using SWIG may be a good way. I tried binding AI on Lua with...
- April 3rd, 2008, 6:39 pm
- Forum: Multiplayer Development
- Topic: SurvivalXtreme: Version C.01!
- Replies: 561
- Views: 106942
Re: SurvivalXtreme: Version 2.02
With rings, everyone are hard to hit. But there is no way you can make assassin 100% immune to impact.Riklaunim wrote:Skirmishers have big defence and with rings there are hard to hit
- April 3rd, 2008, 9:30 am
- Forum: Multiplayer Development
- Topic: SurvivalXtreme: Version C.01!
- Replies: 561
- Views: 106942
Re: SurvivalXtreme: Version 2.02
The only reliable way of beating Stronghold I found so far is using characters with specialized anti-boss resistances and a creative use of the Skirmish ability which I won't spoil for you. On MAD with 400 and no corpse looting? I tried with solo dwarf, dragged util about turn 12, but then AI was p...
- April 1st, 2008, 6:26 pm
- Forum: Coder’s Corner
- Topic: Persistent ai_interface
- Replies: 0
- Views: 1056
Persistent ai_interface
Now Ai instance is created every move for every side. That's not very convinient - it's hard for AI to memorize past moves and it has to initialize all the way each time. So, I propose to do this way. Very simple, just one method more. class ai { static ai* start(char* past); char* stop(); void play...
- April 1st, 2008, 9:17 am
- Forum: Multiplayer Development
- Topic: SurvivalXtreme: Version C.01!
- Replies: 561
- Views: 106942
Re: SurvivalXtreme: Version 2.02
I want to see somebody beating SurvivalXtreme Mad Mode WITHOUT 800 gp starting money (I mean the "old" unmodified SX on SurvivalXtremeStronghold). ;-) If the initial hordes of creeps don't kill you the mobile bosses spawning at the end of turn 21 will because you will be simply too weak t...
- March 31st, 2008, 4:26 pm
- Forum: Multiplayer Development
- Topic: SurvivalXtreme: Version C.01!
- Replies: 561
- Views: 106942
Re: SurvivalXtreme: Version 2.02
With 800g bats kill everything. Mostly because of great defence and movement.
- March 30th, 2008, 9:16 pm
- Forum: WML Workshop
- Topic: Trait which increases upkeep
- Replies: 6
- Views: 1894
Re: Trait which increases upkeep
http://www.wesnoth.org/wiki/SingleUnitWML
upkeep: the amount of upkeep the unit costs.
...
An integer can be used to set the upkeep cost to that number.
upkeep: the amount of upkeep the unit costs.
...
An integer can be used to set the upkeep cost to that number.
- March 29th, 2008, 10:09 pm
- Forum: Game Development
- Topic: OpenSource 3D RogueLike CellShaded SoULFU
- Replies: 18
- Views: 9394
Re: OpenSource 3D RogueLike CellShaded SoULFU
Sourceforge hosts only free software.innocuous wrote:There was a sourceforge project, but I don't know what happened to it. There is a new svn repository here: http://soulfu.motherhamster.org/
- March 29th, 2008, 7:01 pm
- Forum: Translations & Internationalization
- Topic: Translating images?
- Replies: 30
- Views: 11278
Re: Translating images?
I'm not sure that it`s a good idea for thousands of Wesnoth players to download extra ten mb each, for something even one of them hardly needs.