Search found 60 matches

by ADmiral-N
May 25th, 2009, 11:27 pm
Forum: Ideas
Topic: Damage Calculation (always visible)
Replies: 33
Views: 7223

Re: Damage Calculation (always visible)

Maybe display the overlay window only while the user holds down the right mouse button on the selected weapon?
by ADmiral-N
February 16th, 2009, 6:32 pm
Forum: Game Development
Topic: Favorite freeware game
Replies: 107
Views: 38904

Re: Favorite freeware game

What a nice thread! :) And an opportunity to raise some attention for Iji , which is freeware. A short discussion snippet from the GameFAQs forums: Some may think it's blasphemy, but I think this game is better than Cave Story. Iji is ugly as sin and has very clunky controls. To even compare it to C...
by ADmiral-N
January 25th, 2009, 7:34 pm
Forum: Game Development
Topic: Dark Chess 960: online game
Replies: 7
Views: 4210

Re: Dark Chess 960: online game

Does it handle stalemates? If it does, then there's an error somewhere, because my friend can't move but it's still not over :roll:
by ADmiral-N
December 4th, 2008, 11:14 pm
Forum: Users’ Forum
Topic: ASC II
Replies: 3
Views: 1168

Re: ASC II

Before downloading ASCII, you should be aware that it requires huge amounts of RAM. I suggest that you download more RAM here first before you install ASCII.
by ADmiral-N
December 4th, 2008, 2:21 pm
Forum: Multiplayer Development
Topic: Damage modifiers in Wesnoth: relative vs. absolute values
Replies: 9
Views: 3396

Re: Damage modifiers in Wesnoth: relative vs. absolute values

grrr, I agree with almost everything you wrote, except: [...], or simply feel ugly (who wants 900 hp units, though that was already described as a viable solution!). I don't see what's ugly about that. It's not like 3-digit-numbers are significantly more confusing than 2-digit values, though I will ...
by ADmiral-N
November 8th, 2008, 6:21 am
Forum: Multiplayer Development
Topic: Ladder Site Online...
Replies: 1219
Views: 4019441

Re: Ladder Site Online...

To the ladder admins: There is a new variable in the configuration file called "ANTI_MATCHSPAM_METHOD". With this, you can disable matchspam protection, or enable it with 1 of 3 systems: 1. is what is currently in use: a fixed cap to limit the amount of allowed matches to X matches in Y da...
by ADmiral-N
October 25th, 2008, 1:51 am
Forum: Website
Topic: Draft for luck explanation and expectations announcement
Replies: 49
Views: 9896

Re: Draft for luck explanation and expectations announcement

I feel compelled to point out something about all these sports analogies. To me, the amount of luck involved with any of the sports examples so far is largely irrelevant, as these games actually serve to primarily entertain the audience, not the players. Most people who like to watch soccer don't pl...
by ADmiral-N
October 21st, 2008, 1:05 am
Forum: Game Development
Topic: I wanna be the guy
Replies: 6
Views: 3080

Re: I wanna be the guy

When I discovered this game, I decided not to play it because the whole point of it is to put you through awful game design with the hardest difficulty imaginable. :hmm: Also, it uses graphics and sounds almost exclusively ripped from well-known commercial games, which is its second point I guess.. ...
by ADmiral-N
October 17th, 2008, 6:07 pm
Forum: Users’ Forum
Topic: Luck in Wesnoth: Rationale
Replies: 128
Views: 191783

Re: Luck in Wesnoth: Rationale

I think this is a good time to point out my list of 4 suggestions to fix the perceived lack of control in Wesnoth. All of them can be implemented independent of the others.
by ADmiral-N
October 15th, 2008, 11:06 pm
Forum: Ideas
Topic: Lobby loggins in chat log
Replies: 9
Views: 3166

Re: Lobby loggins in chat log

I don't see why lobby logins should go in the chatlog at all, regardless of any settings. It's not like you need them later when watching a replay.
by ADmiral-N
October 13th, 2008, 9:59 pm
Forum: Coder’s Corner
Topic: WTF TEST_MAIN means?
Replies: 2
Views: 1858

Re: WTF TEST_MAIN means?

Howling_Wolf wrote:I really hat to see all those DWESNOTH_BOOST_TEST_MAIN on every line... :((
I can help you!

make > /dev/null

;)
by ADmiral-N
October 12th, 2008, 1:58 pm
Forum: Ideas
Topic: Trait Idea: Perceptive
Replies: 27
Views: 6266

Re: Trait Idea: Perceptive

Sangel wrote:significantly better
Like, 2 hex further than normal?

I like the idea :)
by ADmiral-N
October 12th, 2008, 1:54 pm
Forum: Users’ Forum
Topic: How does the action timer works?
Replies: 4
Views: 1538

Re: How does the action timer works?

My advice (to anyone who does not understand the action timer) is: do what I do and either deactivate the action timer or set the other values to make the action bonus irrelevant.
by ADmiral-N
October 9th, 2008, 5:46 pm
Forum: Technical Support
Topic: Source Code
Replies: 9
Views: 2345

Re: Source Code

Since the last official Dev-C++ release was in February 2005 and hasn't really been developed any further as far as I know, I'd recommend Code::Blocks instead. It's a current IDE which is still being improved. The project is active and has actually gone beyond version 1.0 :)
by ADmiral-N
October 5th, 2008, 9:40 pm
Forum: Multiplayer Development
Topic: A idea how to make units/factions better
Replies: 32
Views: 5467

Re: A idea how to make Mages better

Yeah but in reality if you had a mage who was strong you could hardly tell him stop being strong and be intelligent for example. And by the same line of argument, if "in reality" you had a dwarven fighter who was dextrous... Hm. WINR. Edit: Make that an Orcish Grunt. Why are there no dext...