Search found 646 matches

by Flameslash
Yesterday, 11:31 pm
Forum: Scenario & Campaign Development
Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Replies: 4
Views: 310

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 ...
by Flameslash
April 19th, 2018, 11:20 am
Forum: Ideas
Topic: [mainline] Tentacle of the Deep resistances all wrong?
Replies: 58
Views: 3126

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.
by Flameslash
April 19th, 2018, 11:16 am
Forum: Art Contributions
Topic: Orcish Castle - Destoyed // Mainline?
Replies: 36
Views: 939

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.
by Flameslash
April 17th, 2018, 6:27 pm
Forum: Scenario & Campaign Development
Topic: Oath of Allegiance [SP Desert People Campaign for 1.13.5]
Replies: 313
Views: 35469

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 ...
by Flameslash
April 16th, 2018, 10:26 pm
Forum: Art Contributions
Topic: Orcish Castle - Destoyed // Mainline?
Replies: 36
Views: 939

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.
by Flameslash
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: 210

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.
by Flameslash
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: 210

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...
by Flameslash
April 15th, 2018, 6:20 pm
Forum: Scenario & Campaign Development
Topic: Heroes
Replies: 23
Views: 2363

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...
by Flameslash
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: 210

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.
by Flameslash
April 15th, 2018, 4:06 pm
Forum: Scenario & Campaign Development
Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Replies: 4
Views: 310

Re: Tale of the Dunes (1.13) A WIP Dunefolk Campaign

Updated with another scenario, and some minor balance and dialogue changes.
by Flameslash
April 14th, 2018, 8:08 pm
Forum: Users’ Forum
Topic: Question : How does an UMC campaign become part of mainline campaigns?
Replies: 10
Views: 480

Re: Question : How does an UMC campaign become part of mainline campaigns?

Follow-up question: Is there a process for campaigns to be removed from mainline? Has one ever been removed?
by Flameslash
April 14th, 2018, 8:07 pm
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 10
Views: 525

Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

There's a couple of Wesnoth add-ons you might want to look at. There's a no randomness mod out there somewhere that still incorporates terrain defence, basically it has the terrain reduce the damage dealt by the unit's terrain defence - so on 60% terrain, a unit will only take 40% of the maximum dam...
by Flameslash
April 14th, 2018, 6:28 pm
Forum: WML Workshop
Topic: Flameslash's Questions - Is it possible to define the traits of recruits?
Replies: 7
Views: 210

Flameslash's Questions - Is it possible to define the traits of recruits?

Okay so I decided to make one thread for my questions from now on, rather than making loads over and over. Today I'm wondering whether it's possible to define the traits of recruits. I'm making a chase scenario, and I was wondering if I could make it so that all units recruited by the side doing the...
by Flameslash
April 14th, 2018, 3:45 pm
Forum: Art Workshop
Topic: ghype's Daily Art #14 - Horned Skeletons
Replies: 32
Views: 2340

Re: ghype's Daily Art #5

Got to say I really like these sprites, not only are they individually good looking, but the advancement lines are clear and cohesive.