Search found 111 matches
- February 25th, 2013, 3:00 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.0
- Replies: 27
- Views: 42437
Re: Wesnoth 1.11.0
Rather late, but I wondered why this didn't make it into the players' changelog? Implemented feature request for difficulty changing during campaigns. (see bug #10978) This can actually have a serious impact on the way people engage with the game. There are campaigns I'm considering going back to wi...
- May 7th, 2012, 10:45 pm
- Forum: Game Development
- Topic: What is the appeal of a rogue-like game?
- Replies: 36
- Views: 24062
Re: What is the appeal of a rogue-like game?
I think both of the above answers are fairly perceptive. I also enjoy the process of discovery each game, and (in the right roguelike) the frequency of nontrivial decisions to make. Caphriel , I share your distaste for inaccessible games. Depending on how strong your aversion has become, you might l...
- April 24th, 2012, 9:17 pm
- Forum: Game Development
- Topic: Sil
- Replies: 10
- Views: 7050
Sil
I wanted to advertise Sil to the Wesnoth community, since I think some people here would really enjoy the game and appreciate the tactical depth. Sil is a roguelike (and distant relative of Angband) with a First Age Tolkienian theme. The design and development are due to half (the primary author; al...
- March 26th, 2012, 10:37 pm
- Forum: Website
- Topic: Is it possible to disable caching game lists in archive?
- Replies: 5
- Views: 2009
Re: Is it possible to disable caching game lists in archive?
Hmm, I'm not an expert on this, but I can't work out: does it need permission? So far as I'm aware, it's not scanning the site. In fact all it does is open replays from the site when you manually feed it a link (very almost the same would be achieved by just downloading the replay yourself and uploa...
- March 21st, 2012, 3:25 pm
- Forum: Multiplayer Development
- Topic: Official new ladder thread
- Replies: 69
- Views: 23780
Re: Official new ladder thread
This looks great overall. I really hope that any animosity with the organisers of the existing ladder, who are doing a brilliant job (and have a very high combined expertise on map and faction balance) can be set aside, and the systems combined, so this works out as a win-win situation rather than a...
- March 18th, 2012, 4:28 pm
- Forum: Multiplayer Development
- Topic: Balancing Age of Heroes
- Replies: 2
- Views: 2029
Re: Balancing Age of Heroes
Five days and over fifty views but no replies; I'm mildly surprised. Should I have put this in the ideas forum? Did I manage to avoid saying anything controversial, but also fail to say anything exciting? Or are people simply apathetic about Age of Heroes? Let me attempt to be a little more controve...
- March 16th, 2012, 8:22 pm
- Forum: Users’ Forum
- Topic: Android port coming soon...
- Replies: 164
- Views: 56251
Re: Android port coming soon...
Sidestepping all the hyperbole above (of course it's a trivial amount for an amazing game in real terms, even if you have to pay it twice; it's only because prices are so low for apps that anyone might think this was expensive!), I thought I'd comment that it seems to me likely that charging again a...
- March 13th, 2012, 8:54 pm
- Forum: Multiplayer Development
- Topic: Balancing Age of Heroes
- Replies: 2
- Views: 2029
Balancing Age of Heroes
There seems to be a widespread agreement that Age of Heroes is unbalanced. I'd suggest that it would be valuable to try to improve upon the balance, even if the result is not quite as finely honed as Default. This would have advantages: - Age of Heroes is part of the mainline, so this would (slightl...
- March 5th, 2012, 12:30 pm
- Forum: Art Workshop
- Topic: Flat Tactics
- Replies: 23
- Views: 5893
Re: Flat Tactics
These look good! Great work. I'd suggest perhaps a lighter shade for the flat terrain? This is the default on many maps, and the easiest way to conceptualise them is to think of a background of flat in which other terrain features appear. If the colours help to suggest that I think it would be a goo...
- January 15th, 2012, 5:10 pm
- Forum: WML Workshop
- Topic: Any math skilled can help me? [Solved]
- Replies: 5
- Views: 1115
Re: Any math skilled can help me? (function interpolation)
I certainly wouldn't try to approximate something like this with a direct polynomial in x -- you'll basically be overfitting, and it won't extrapolate nicely. However, eyeballing it and playing with a calculator a little, it looks like away from the beginning it's doing something like (?) f(x) ~ C.x...
- December 28th, 2011, 11:43 am
- Forum: Technical Support
- Topic: Possible EV bug with Horsemen
- Replies: 6
- Views: 1605
Re: Possible EV bug with Horsemen
The Thunderer doesn't have as much as 40 health, so you can't do 40 damage. The horseman's first attack should have an expected damage of 16. The second attack has a lower expected damage, since if the first attack hit the thunderer has less than 20 health remaining.
- November 30th, 2011, 7:02 pm
- Forum: Multiplayer Development
- Topic: 2v2 conversation
- Replies: 49
- Views: 12032
Re: 2v2 conversation
When I read about the problem, and before reading the conversation elsewhere, I also came up with the "share income" solution. I think that this and/or sharing upkeep are the most natural solutions. They each have a couple of rough spots around the edges where you have to make a decision, ...
- November 26th, 2011, 6:00 pm
- Forum: Multiplayer Development
- Topic: Planning system/Whiteboard feedback
- Replies: 49
- Views: 17099
Re: Planning system/Whiteboard feedback
Testing a 2v2 on 1.9.11 (me on Windows 7), we discovered some more bugs: - Some players found that moves they planned not on their turn didn't work properly -- they weren't seen by their allies, and they couldn't execute them when it got to their turn; they needed to reenter them. Initially we thoug...
- August 11th, 2011, 5:54 pm
- Forum: Tournaments
- Topic: [Complete] The Grand Tag! 2v2 Tournament - 3rd Edition!
- Replies: 524
- Views: 135173
Re: The Grand Tag! 2v2 Tournament - 3rd Edition!
Yes, I'm in for this reserve team. Apologies for not replying earlier -- I've been on holiday pretty much since my previous post in this thread, and I don't believe anyone had said at that point that a team name was a necessary part of the registration process (or perhaps they had but I'd thought of...
- August 11th, 2011, 3:18 pm
- Forum: Users’ Forum
- Topic: How is the damage determined?
- Replies: 19
- Views: 3568
Re: How is the damage determined?
I tested to work this out for myself a while back. It's not quite as definite as consulting the source code, but I'm also pretty confident that ToD and Leadership modifiers are added, then multiplied by resistances. This makes leadership better than I'd expected at adverse times of day, and worse th...