Search found 184 matches
- July 20th, 2010, 8:47 pm
- Forum: Multiplayer Development
- Topic: Travelling Tradesmen - a trading scenario with advanced AI
- Replies: 44
- Views: 8649
Re: Travelling Tradesmen - a trading scenario with advanced
I downloaded whatever was on the addon server yesterday morning, and I'm pretty sure it would have had to be 1.3.0. That was also when I discovered the add-on for the first time, so if you put up 1.3.0 on the add-on server before yesterday it's the only version I ever played. The problem might very ...
- July 19th, 2010, 9:50 am
- Forum: Multiplayer Development
- Topic: Travelling Tradesmen - a trading scenario with advanced AI
- Replies: 44
- Views: 8649
Re: Travelling Tradesmen - a trading scenario with advanced
I was warned of monster attacks at turn 50 (or something), as was planned - but they never came :( It's turn 92 now and all that's running around is your average level 0 brigands. I chose a "very long" setting, that shouldn't have an impact, should it? I have great fun with the scenario th...
- June 6th, 2010, 3:14 pm
- Forum: Strategies & Tips
- Topic: Drakes or Undead 1vs1?
- Replies: 18
- Views: 3649
Re: Drakes or Undead 1vs1?
He was comparing the dark adept to the mage, making the argument that it's pretty silly adepts are so much cheaper considering they are just as powerful. Except, of course, you don't balance units against each other, but factions.
- May 26th, 2010, 9:38 am
- Forum: Strategies & Tips
- Topic: use of HI v archer[split from How to play: Loyalists vs. Rebels]
- Replies: 30
- Views: 5883
Re: How to play: Loyalists vs. Rebels
That's because bowmen are less of a waste of money than heavy infantry is. a) They cost less to begin with, meaning there is less money to waste. b) They defend well versus archers (especially on villages, fortifications and mountains) and to some extent mages, thanks to decent HP and retaliation (5...
- May 21st, 2010, 8:57 pm
- Forum: Strategies & Tips
- Topic: sighting ranges
- Replies: 23
- Views: 4691
Re: sighting ranges
As I said two posts before - recon distance! And of course I would have to say you're definitely right
- May 7th, 2010, 3:48 pm
- Forum: Multiplayer Development
- Topic: Do we need another era?
- Replies: 17
- Views: 4141
Re: Do we need another era?
I'm wondering... What would changing footpad arcane resistance to -20% achieve? Would it make ghosts an effective counter to footpad/ulfserker?
- May 3rd, 2010, 8:28 pm
- Forum: Users’ Forum
- Topic: AI in the start-phase of new game
- Replies: 4
- Views: 1669
Re: AI in the start-phase of new game
Just now played Caves of the Basilisk and the AI sent four or five gryphons for an instant assault. It has happened on several other balanced 1v1 maps too.
- May 3rd, 2010, 12:33 pm
- Forum: Users’ Forum
- Topic: Determining Game Balance
- Replies: 22
- Views: 4525
Re: Determining Game Balance
In good games, this is alleviated by the fact you can switch strategies mid-game, given time (you never get into a situation where it takes 30 minutes, or even 5 minutes, to learn if your strategy is the wrong one - unless you are really, really bad at scouting). Games like Warcraft III for example,...
- April 29th, 2010, 6:30 pm
- Forum: Multiplayer Development
- Topic: Issues with some mainline maps
- Replies: 5
- Views: 1478
Re: Issues with some mainline maps
Did you consider that maybe the fact that one player gets to play first is the unbalanced part? Pre-flagging a village for player 2 helps alleviate this by giving, essentially, 3 extra gold, and a bit more leeway in maneuvering the initial recruit since there is one less village to occupy, making fo...
- April 25th, 2010, 7:01 pm
- Forum: Multiplayer Development
- Topic: Do we need another era?
- Replies: 17
- Views: 4141
Re: Do we need another era?
It's hard enough to keep the one offical 1vs1 era we have balanced. Another one ? With the main differences being... That there is less stuff in it a small subset of players you already mentioned isn't worth accomodating would complain about? Do you honestly think that if you give in to the demands ...
- April 22nd, 2010, 8:16 am
- Forum: Multiplayer Development
- Topic: Ladder Site Online...
- Replies: 1219
- Views: 4023069
Re: Ladder Site Online...
Likewise, Wesnoth is a game of risk management and consideration of a thousand tactical and strategical factors. To remember the unit's terrain defenses, their damage and resistances is only about 5% of the game proper. It's about pure studied knowledge as much as I can become a chess grandmaster by...
- April 14th, 2010, 4:26 pm
- Forum: Multiplayer Development
- Topic: Ladder Site Online...
- Replies: 1219
- Views: 4023069
Re: Ladder Site Online...
In reply to silent: A game is defined by its rules. This includes not only the hexagonal grid, movement system, combat system, day/night cycle, but also unit stats and resistances and terrain values - namely, faction and map. Yes, in theory there is a clearly defined number of official ladder maps e...
- March 25th, 2010, 8:31 am
- Forum: Strategies & Tips
- Topic: another topic about drakes! (since we don't have enough!)
- Replies: 40
- Views: 9264
Re: another topic about drakes! (since we don't have enough!)
2 is too obvious. 1 didn't sound completely off the rockers to me. Recruiting only drakes, you would seek to maximize the power of your day attack and use drake mobility to stay out of trouble at night. That is probably a legitimate, workable strategic choice, especially against chaotic factions. Of...
- March 20th, 2010, 4:23 pm
- Forum: Multiplayer Development
- Topic: Ladder Site Online...
- Replies: 1219
- Views: 4023069
Re: Ladder Site Online...
http://forums.wesnoth.org/viewtopic.php?f=15&t=28444 Rigor and Quetzalcoatl made a suggestion regarding the ladder which I think deserves to be discussed here: Namely, to amend the ladder rules to enforce the usage of the "Random Map"-addon made by grrr. An inherent weakness of a comp...
- March 14th, 2010, 5:46 pm
- Forum: Multiplayer Development
- Topic: Ladder Site Online...
- Replies: 1219
- Views: 4023069
Re: Ladder Site Online...
A case in point: here's another ladder suggestion I'd like to address: why not find the best less-luck mod available (perhaps Sauron's), and mandate it for all ladder games? That must be one of the worst ideas I've ever heard. Why not? Because that's not Battle for Wesnoth. The mods aren't balanced...