Search found 12 matches

by xivarmy
August 31st, 2009, 4:51 am
Forum: Ideas
Topic: Creation of "helper" program to speed download/install
Replies: 3
Views: 482

Re: Creation of "helper" program to speed download/install

There is the xdelta if you download the source code and keep the tarball, you can just keep downloading the much smaller xdelta, decompress and patch the tarball, recompile and install. Granted wesnoth is a fairly long compile, but it does reduce your downloading a fair bit. (I've also not looked at...
by xivarmy
August 20th, 2009, 11:22 pm
Forum: Multiplayer Development
Topic: Ladder Site Online...
Replies: 1219
Views: 136885

Re: Ladder Site Online...

The problem with a lack of preset pairings isn't fixable really in a rating system. The exploits which can rise from it need to be dealt with administratively IF they're prominent enough in an online rating system. Not having followed wesnoth's ladder closely at all, i can't comment on whether they ...
by xivarmy
August 20th, 2009, 9:24 pm
Forum: Multiplayer Development
Topic: Ladder Site Online...
Replies: 1219
Views: 136885

Re: Ladder Site Online...

Disclaimer: I do not play wesnoth ladder much, but i do have a solid understanding of rating systems. I think you misunderstand the point of the provisional section of an ELO system. The idea is when you've played 10 or less games your rating is uncertain so your rating should move fast, and your op...
by xivarmy
August 20th, 2009, 3:51 am
Forum: Strategies & Tips
Topic: New Maps and AI Practice
Replies: 15
Views: 2102

Re: New Maps and AI Practice

You could try increasing the AI's income rather than its start gold (or perhaps a mix of both) so that it's not withstand 1 huge assault and then go take it out, instead you'd need to continuously outattrition it by a certain margin. I'm not sure how much of an income boost would be needed, it does ...
by xivarmy
August 15th, 2009, 10:02 am
Forum: Ideas
Topic: Selectable Unit Traits: A Proposal for Future Versions
Replies: 43
Views: 2975

Re: Selectable Unit Traits: A Proposal for Future Versions

What about just toning down the size of the HP swing from traits? Strong Resilient vs Quick Intelligent currently being 6-10ish hp in the difference which could be 1-2 extra hits. what if it were say 4-6 hp in the difference and unit hp bumped up 1-3 hp to make up for some of what resilient would l...
by xivarmy
August 15th, 2009, 9:09 am
Forum: Ideas
Topic: Selectable Unit Traits: A Proposal for Future Versions
Replies: 43
Views: 2975

Re: Selectable Unit Traits: A Proposal for Future Versions

What about just toning down the size of the HP swing from traits? Strong Resilient vs Quick Intelligent currently being 6-10ish hp in the difference which could be 1-2 extra hits. what if it were say 4-6 hp in the difference and unit hp bumped up 1-3 hp to make up for some of what resilient would lo...
by xivarmy
July 31st, 2009, 9:32 pm
Forum: Multiplayer Development
Topic: New map - looking for constructive criticism
Replies: 17
Views: 1531

Re: New map - looking for constructive criticism

Slowing fliers: mushroom grove in the flight path behind the "gate" castle tiles perhaps.

You could also reorganise the keeps, move them out 1 tile, and take the "tip" of the keep off (with both changes it'd add 2 distance to both flight and land paths.
by xivarmy
July 30th, 2009, 8:10 pm
Forum: Multiplayer Development
Topic: New map - looking for constructive criticism
Replies: 17
Views: 1531

Re: New map - looking for constructive criticism

The center villages in the south might convey a heavy p1 advantage for some factions. it's only 13 squares to get to by the most direct path(for fliers), or 15 squares with 1 sand and rest flat, which would let most scouts get there before p2. Player 2 meanwhile is going to have a hard time assaulti...
by xivarmy
July 27th, 2009, 8:27 pm
Forum: Strategies & Tips
Topic: Ulfs
Replies: 60
Views: 5799

Re: Human Assassin marksman?

ulfs are best dealt with from a range, unless you have a level2 you don't mind getting damaged or its day and you have a wose :P . even with strong level 1 units, they are unlikely to have a high CTK. How do you figure? Most melee units are likely to win vs the ulf which has no better than 40% exce...
by xivarmy
July 24th, 2009, 4:44 am
Forum: Strategies & Tips
Topic: Human Assassin marksman?
Replies: 34
Views: 4160

Re: Human Assassin marksman?

The orcish assassin getting marksman was a balance change in 1.6. I'd gather to reduce the problem of northerners not having anything "reliable" in their arsenal previously. As for human assassins, i assume you're talking about campaign, and you can use them for either - they're still good for poiso...
by xivarmy
June 8th, 2009, 3:29 am
Forum: Descent into Darkness
Topic: Scenario Review: DiD 10 - Alone at Last
Replies: 65
Views: 26276

Re: Scenario Review: DiD 10 - Alone at Last

(1) What difficulty level and version of Wesnoth have you played the scenario on? (2) How difficult did you find the scenario? (1-10) (3) How clear did you find the scenario objectives? (4) How clear and interesting did you find the dialog and storyline of the scenario? (5) What were your major cha...
by xivarmy
May 31st, 2009, 1:28 am
Forum: Strategies & Tips
Topic: Are archers useless?
Replies: 58
Views: 8535

Re: Are archers useless?

I think of the loyalist bowman as an alternative spearman - close in hp, same dodge, same cost, just having a couple bowmen instead of all spearmen gives you a different option for when you're throwing together a fodder line (say you're taking a tile next to an orc grunt at night as a sacrifice - at...