Search found 652 matches
- May 8th, 2018, 11:44 am
- Forum: Writers’ Forum
- Topic: Revisiting Wesnoth unit descriptions
- Replies: 79
- Views: 37540
Re: Removing racism from Wesnoth unit descriptions
I don't think anyone's saying Wesnoth the setting has to be free of racism; in fact, there's good opportunities to explore the concept - will the Wesnothians and Dunefolk view each other as more alike, due to the presence of non-human species? Or will they see each other as just another species? Wha...
- May 8th, 2018, 11:28 am
- Forum: Art Workshop
- Topic: New on sprites
- Replies: 17
- Views: 11347
Re: New on sprites
Personally I think the level two is the best looking palette there, followed by the level three.
- May 5th, 2018, 8:39 pm
- Forum: Writers’ Forum
- Topic: [UtBS] Name for Quenoth scout mounts
- Replies: 16
- Views: 9843
Re: [UtBS] Name for Quenoth scout mounts
Orynx sounds like a rock, and dustbok sounds orcish, imo. I like ibynx.
- April 30th, 2018, 10:50 pm
- Forum: Art Workshop
- Topic: SFault's (franken) art
- Replies: 194
- Views: 106592
Re: SFault's (franken) art
Now that's a nice looking sprite. I particularly like the ears.
However, the tail looks a little stiff, although I'm not sure how that could be changed, short of animating it.
However, the tail looks a little stiff, although I'm not sure how that could be changed, short of animating it.
- April 30th, 2018, 10:49 pm
- Forum: Art Workshop
- Topic: New on sprites
- Replies: 17
- Views: 11347
Re: New on sprites
One small thing that's important to know is that you shouldn't draw the team colour - in this case red, which you've used on both your goblins. Instead, you should use magenta - like the armoured goblin's shield - and the game will automatically update that to team-colour if the sprites are used in ...
- April 24th, 2018, 3:47 pm
- Forum: Art Workshop
- Topic: ghype's Daily Art - Thank You!
- Replies: 249
- Views: 212254
Re: ghype's Daily Art #15 - Horned Skeletons
Damn that level three is awesome. Have you thought about animating the flames?
- April 22nd, 2018, 11:31 pm
- Forum: Scenario & Campaign Development
- Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
- Replies: 4
- Views: 2740
Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Hey, thanks for the feedback. I'll admit Challenging is probably a little too... Well, Challenging. I wanted to make that scenario particularly difficult to show the player what the Dunefolk are up against, but I went too far with it. I'll adjust the starting gold amounts slightly to try to make it ...
- April 19th, 2018, 11:20 am
- Forum: Ideas
- Topic: [mainline] Tentacle of the Deep resistances all wrong?
- Replies: 58
- Views: 28582
Re: [mainline] Tentacle of the Deep resistances all wrong?
Where does the Tentacle of the Deep appear? Off of the top of my head, it's in the (cold) north in Dead Water, and also in the (hot) desert in Under the Burning Suns. Those are two pretty different climates, which would suggest decent resistances to temperature changes.
- April 19th, 2018, 11:16 am
- Forum: Art Contributions
- Topic: Orcish Castle - Destoyed // Mainline?
- Replies: 39
- Views: 28995
Re: Orcish Castle - Destoyed // Mainline?
I think changing the ground tile is definitely a good idea, just as a way of making it more distinct at a glance.
Got to say the keep is looking very good.
Got to say the keep is looking very good.
- April 17th, 2018, 6:27 pm
- Forum: Scenario & Campaign Development
- Topic: Oath of Allegiance [SP Desert People Campaign for 1.13.5]
- Replies: 359
- Views: 142669
Re: Oath of Allegiance [SP Desert People Campaign for 1.13.5]
There's a problem with the fourth scenario, with the fortress in the fog of war. I forgot the name already. The scenario says that moving next to guards will recruit them, and moving next to the General will talk to him. However, neither of these events occur - moving next to the General only makes ...
- April 16th, 2018, 10:26 pm
- Forum: Art Contributions
- Topic: Orcish Castle - Destoyed // Mainline?
- Replies: 39
- Views: 28995
Re: Orcish Castle - Destoyed // Mainline?
One potential issue I see is that the ruined keep looks a little too similar to the ruined castle - the basic versions are distinguished by the tower height, whereas your ruined versions have more similar heights.
- April 15th, 2018, 10:09 pm
- Forum: WML Workshop
- Topic: Flameslash's Questions - Is it possible to define the traits of recruits?
- Replies: 7
- Views: 3529
Re: Flameslash's Questions - Is it possible to define the traits of recruits?
Ah, when you said a potion I was picturing a pick-up on the map that the AI units would have to move to. That solution could work very elegantly, actually, thank you.
- April 15th, 2018, 8:17 pm
- Forum: WML Workshop
- Topic: Flameslash's Questions - Is it possible to define the traits of recruits?
- Replies: 7
- Views: 3529
Re: Flameslash's Questions - Is it possible to define the traits of recruits?
A bit convoluted is my way of saying that it's probably beyond my ability-level at the moment. Just look at the amount of threads I've made in this forum recently, clearly I'm not very good. Worth noting that the chaser is AI-controlled, so I'm not sure if the AI could handle the potion option. I su...
- April 15th, 2018, 6:20 pm
- Forum: Scenario & Campaign Development
- Topic: Heroes
- Replies: 49
- Views: 25832
Re: Heroes
I just played through Hereoes: The Iron Bulwark, and I really enjoyed it. The fighting is intense for the whole forty turns, and there were a few points when I felt like all was lost, only to turn it around and make a comeback. In particular, I was forced to fall back to a second defensive line arou...
- April 15th, 2018, 4:10 pm
- Forum: WML Workshop
- Topic: Flameslash's Questions - Is it possible to define the traits of recruits?
- Replies: 7
- Views: 3529
Re: Flameslash's Questions - Is it possible to define the traits of recruits?
Hmm, that seems a pretty convoluted way of doing it. It could work, sure, but I think I'll go with something simpler and just give the chaser more distance to catch up over. Thanks anyway.