Search found 262 matches

by Xalzar
May 10th, 2018, 2:48 pm
Forum: Translations & Internationalization
Topic: Dunefolk translation
Replies: 15
Views: 929

Re: Italian Dunefolk translation

I don't know if something is going on behind the curtains, in which case I'll really grateful if somebody posts updates here when the translation is finalized. Maybe we should open a new topic about this... :hmm: Nothing definitive, but we are indeed discussing the matter in the Italian Forum (see ...
by Xalzar
May 8th, 2018, 1:09 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.14.0 — New Horizons Update
Replies: 106
Views: 12828

Re: Wesnoth 1.14.0 — New Horizons Update

Dunefolk descriptions and units aren't anymore in Italian, they're only in English. The change to the Dunefolk names happened a bit late, and the main Italian Forum site have had some problems in the meantime, so the work on the translation is starting only now, too late for the release. If you wan...
by Xalzar
April 28th, 2018, 1:24 pm
Forum: Translations & Internationalization
Topic: Dunefolk translation
Replies: 15
Views: 929

Re: Dunefolk translation

Can we consider Saracen ? From wikipedia Saracen was a term widely used among Christian writers in Europe during the Middle Ages. The term's meaning evolved during its history. In the early centuries of the Common Era, Greek and Latin writings used this term to refer to the people who lived in dese...
by Xalzar
April 21st, 2018, 1:42 pm
Forum: Translations & Internationalization
Topic: Dunefolk translation
Replies: 15
Views: 929

Re: Dunefolk translation

I don't know if all the races/names of the cited books are under copyright, but I'm quite sure that "Dune" is under copyright. We could use "Zenshia", for example, or "Zen-sun", "Zen-sand" ... About literal translation: there is nothing wrong, but if I remember correct, translator were encourage to...
by Xalzar
April 18th, 2018, 8:05 am
Forum: Art Contributions
Topic: Orcish Castle - Destoyed // Mainline?
Replies: 36
Views: 1752

Re: Orcish Castle - Destoyed // Mainline?

one thing which will stand out are the missing spikes which made the orcish keep look so nice in the first place. but maybe its not that bad after all. I don't think that a destroyed orcish castle should represent the perfect example of "niceness" in the world... :lol: All the other ruined castles ...
by Xalzar
April 7th, 2018, 9:54 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23709

Re: Dunefolk(previously Khalifate) race description

This jinn might be more of the smoke than the fire. That makes me think that it could have the ability to "darken" the surroundings, like an anti-illumination ability (it already exists in UMC and it's such a simple ability that fits the core game). Granted, if we go for "smoky jinns". It could be ...
by Xalzar
March 26th, 2018, 10:17 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23709

Re: Dunefolk(previously Khalifate) race description

In any case though, it sounds the following possible units to add have been mentioned... Shouldn't we talk about this in the balance thread? :hmm: As for those additions, I'm in favour to insert them all in the core units list (granted they'll have to be animated sometimes in the future). But ofc t...
by Xalzar
March 24th, 2018, 12:02 am
Forum: Multiplayer Development
Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
Replies: 65
Views: 3584

Re: Preferred Fate of the Dunefolk (formerly Khalifate)?

Ladder rules say that the only accepted era is the Default, with 6 factions. Ladder games have been played since 2008, and the community provided the best players this game has ever seen. Ask the players over 2000, or even 1800 elo, if they want to play ladder games with Dunefolk/Khalifate. Then yo...
by Xalzar
March 23rd, 2018, 9:53 pm
Forum: Multiplayer Development
Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
Replies: 65
Views: 3584

Re: Preferred Fate of the Dunefolk (formerly Khalifate)?

As a ladder player, i know most of the currently active ladder community well, and those are the people who play the game at the highest level at moment. And most of them (not everyone of course) are not fond of the Dunefolk/Khalifate at all. Default with 6 factions should be kept around at least f...
by Xalzar
March 23rd, 2018, 7:59 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23709

Re: Dunefolk(previously Khalifate) race description

About the "higher authority", in my opinion "khalif" is fine. I would also be okay with "sultan" or similar terms. The idea of rallying to a higher authority only in wartime is actually interesting and reminds me of Ancient Rome. Perhaps, similar to Rome, the person could be appointed when needed b...
by Xalzar
March 17th, 2018, 2:09 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4486

Re: Default+Dunefolk era balance

khalifate has no poison, no magic, nothing to kill guards Dunefolk* :eng: About this, maybe adding a poison attack to the Herbalist could add some utility to that unit and solve this problem. A healer/poisoner units could be quite unique in mainline, and we can even decide to branch its level-ups s...
by Xalzar
March 13th, 2018, 5:10 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23709

Re: Dunefolk(previously Khalifate) race description

Yep, I approve it. I like it. It was on my mind to propose keeping their place of origin as vague as possible since we cannot agree on anything, with just the mention of the journey like in S_T description. So I wholly agree with that direction. Let's leave that to campaigns. The part of the beast, ...
by Xalzar
March 13th, 2018, 9:11 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23709

Re: Dunefolk(previously Khalifate) race description

EDIT: Oooh, there was a Saurian Empire? Has anyone made a campaign about that? :o [OT] Yeah right? :D It's such an underrated period of Irdya history, an empire of Saurians capable of comparing in strenght to the Elves, then probably decadence took over and by the time of LoW the empire was only in...
by Xalzar
March 11th, 2018, 11:10 am
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 17
Views: 1517

Re: Xalzar's WML Headaches

Sapient wrote:
March 11th, 2018, 3:15 am
To be safe, you should use the map edges since some maps don't have borders.
Luckily, I'm creating a scenario with a very specific map with defined borders. So I have many ways to distinguish the playable area.

Thank you all, I'll have fun experimenting. :lol:
by Xalzar
March 11th, 2018, 10:55 am
Forum: Writers’ Forum
Topic: Saurian race description
Replies: 49
Views: 4381

Re: Saurian race description

For me the idea of saurian society being strictly split along male/female gender roles just isn't that interesting. Someone proposed before that saurians are asexual and reproduce by budding. I don't remember if that campaign was ever finished or not, but it was going to feature a scene where the p...