Search found 95 matches

by Computer_Player
Yesterday, 4:39 pm
Forum: Users’ Forum
Topic: 1.14 MP server login requirement
Replies: 24
Views: 4679

Re: 1.14 MP server login requirement

How about anonymous mode toggle. so you are automatically assigned Anonymous name if you have it toggled on. But you need to connect through your main account (just toggle it on/off in preferenes as needed)
by Computer_Player
Yesterday, 4:27 pm
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 431
Views: 60111

Re: Galactic Empires (MP Sci-fi Scenario)

Nice, finally one of my favorite mods have been added to the 1.14 server! And with a new map to boot coutesy of Kipples :D Attached are a couple of test games for version 1 of the map (I understand our test resulted in further tweaks, await version 2 ok?) I include the 1st one because I was hit with...
by Computer_Player
May 23rd, 2018, 4:28 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 82
Views: 4710

Re: Default+Dunefolk era balance

OK! Thanks holius! Here's some replays, including those of Experimental Dunefolk (XDunefolk) The small Dunefolk vs Undead file shows dunefolk problem with water areas (again :P), but otherwise, its a non-standard map. With regards to XDunefolk, it does indeed give better incentive to get piercer, an...
by Computer_Player
May 16th, 2018, 5:14 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 82
Views: 4710

Re: Default+Dunefolk era balance

Ok. Here's new replays, incomparable in quality to the ones before. I've been lucky in my games so far in that by this point I've managed to cover a faction / map per replay. Dunefolk vs Northerners (the best one yet) ends predictably but key points of discussion - This is one map where water contro...
by Computer_Player
May 13th, 2018, 12:16 am
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 35
Views: 1226

Re: A mod to make Wesnoth's RNG a little less frustrating

The current mods that mess with RNG already destroy balance (since the entire game wasn't balanced for different RNG schemes, save for some rare eras). Same thing will happen if I use my "different luck" modification with my Q civ add-on... it will be a mess... so why worry... most add-ons and modi...
by Computer_Player
May 12th, 2018, 11:07 pm
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

This may be a bit off-topic but if we're going that way, we might as well change some faction names since they're all mostly wesnothian in perspective (and even in the very narrow, specific range of Asheviere's rule; its the only reason why I think Elves are called Rebels when for centuries before a...
by Computer_Player
May 12th, 2018, 10:39 pm
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 35
Views: 1226

Re: A mod to make Wesnoth's RNG a little less frustrating

That's the choice of the player and a natural consequences when messing around with something fundamental in the game (same as doubling terrain mp would drastically change balance, for example). The current mods that mess with RNG already destroy balance (since the entire game wasn't balanced for di...
by Computer_Player
May 12th, 2018, 10:26 pm
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 76
Views: 2519

Re: Revisiting Wesnoth unit descriptions

Anyway , back on the topic of the proposed description modifications, I don't have any objections to the current four proposed changes. I think the main point, that I agree with, is that while the campaigns can and should cast their own light on the events that take place and the races that take pa...
by Computer_Player
May 11th, 2018, 10:48 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 24058

Re: Dunefolk(previously Khalifate) race description

From the Balance Thread https://forums.wesnoth.org/viewtopic.php?f=15&p=627922#p627922: "Speaking of which, I thought of a lore for the reason why Dunefolk live in the dunes, don't weild magic, and are vulnerable to impact and resistant to pierce! It is because their armor is made of an alloy from a...
by Computer_Player
May 11th, 2018, 9:47 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 82
Views: 4710

Re: Default+Dunefolk era balance

Sorry for triple posting but here's a new replay: Knalgan vs Dunefolk. I think in this match up, Dunefolk have great advantage in the mid game with soldier spam and healer. It remains to be seen if its imba (need more data, EoZ says you could use guardsman to guard vils but then it would always be a...
by Computer_Player
May 11th, 2018, 7:12 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 82
Views: 4710

Re: Default+Dunefolk era balance

As promised here are some replays. Unfortunately, not too good quality, except perhaps the Clearing Gushes which is decent. They did let me have some preliminary feel on the new stats (and refresher from the wesbreak) The fearless improvement is a game changer and I feel more confident in the loyal ...
by Computer_Player
May 11th, 2018, 1:26 am
Forum: Ideas
Topic: [interface] Game Lobby / Main Lobby
Replies: 0
Views: 112

[interface] Game Lobby / Main Lobby

I'm not sure how possible this is, but it would be nice to be able to return to the Main Lobby even as you wait for the Game you created to fill up (perhaps even forward chat from your Game Lobby to the Main Lobby chat screen). This wasn't as much a problem before since you could just create an alte...
by Computer_Player
May 10th, 2018, 3:13 pm
Forum: Users’ Forum
Topic: Steam discussion boards
Replies: 4
Views: 537

Re: Steam discussion boards

I think it would also be imperative to have Guides up in the guides section. The current (and only) extant one is usable at the moment, but I know we can do better (especially with how to guide new players). We can also put up some advanced strategies / walkthroughs (or link them the good ones here?...
by Computer_Player
May 10th, 2018, 3:04 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 82
Views: 4710

Re: Default+Dunefolk era balance

Ah so this is the official Dunefolk balance thread :D I know I haven't been as active lately as I would have liked, but I would like to commend everyone for you guy's efforts in how far the Dunefolk have come. I see there's been some stat changes for the Dunefolk (and made in time for the 1.14 relea...
by Computer_Player
May 10th, 2018, 11:57 am
Forum: Users’ Forum
Topic: A Personal Appeal from Your Friendly Site Admin
Replies: 9
Views: 3776

Re: A Personal Appeal from Your Friendly Site Admin

Computer_player checking in; will get on the development version once this semester is over. Can we have a review / link on the timeline for 1.14 again?

Edit: Uh.. huh. So it seems 1.14 is literally out at this very moment. I'm leaving this up coz its funny.