Search found 652 matches

by Flameslash
May 8th, 2018, 11:44 am
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 77
Views: 5936

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...
by Flameslash
May 8th, 2018, 11:28 am
Forum: Art Workshop
Topic: New on sprites
Replies: 17
Views: 2170

Re: New on sprites

Personally I think the level two is the best looking palette there, followed by the level three.
by Flameslash
May 5th, 2018, 8:39 pm
Forum: Writers’ Forum
Topic: [UtBS] Name for Quenoth scout mounts
Replies: 16
Views: 1752

Re: [UtBS] Name for Quenoth scout mounts

Orynx sounds like a rock, and dustbok sounds orcish, imo. I like ibynx.
by Flameslash
April 30th, 2018, 10:50 pm
Forum: Art Workshop
Topic: SFault's (franken) art
Replies: 190
Views: 37404

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.
by Flameslash
April 30th, 2018, 10:49 pm
Forum: Art Workshop
Topic: New on sprites
Replies: 17
Views: 2170

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 ...
by Flameslash
April 24th, 2018, 3:47 pm
Forum: Art Workshop
Topic: ghype's Daily Art #51 - Portraits
Replies: 136
Views: 14800

Re: ghype's Daily Art #15 - Horned Skeletons

Damn that level three is awesome. Have you thought about animating the flames?
by Flameslash
April 22nd, 2018, 11:31 pm
Forum: Scenario & Campaign Development
Topic: Tale of the Dunes (1.13) A WIP Dunefolk Campaign
Replies: 4
Views: 580

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: 5459

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: 3557

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: 323
Views: 42935

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: 3557

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: 487

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: 487

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: 33
Views: 4795

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: 487

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.