Search found 180 matches

by Coffee
April 2nd, 2018, 9:06 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 101
Views: 13632

Re: Default+Dunefolk era balance

My 2 cents also as someone familiar with the game. Short version: AI tests are good, but need solid grounding IMO. 4 player tests would IMO be a waste of time, as you are unlikely to get 4 players of equal skill to play over and over again to do testing. Long version :P Problem with AI and factions ...
by Coffee
April 2nd, 2018, 12:13 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 37751

Re: Dunefolk(previously Khalifate) race description

Whilst Roc sprites are being discussed I want to mention that there is also this one by Inferno8 (I've done some minor alterations to them). I've got a cfg for this unit too in my UMC era that uses these animations for a charge attack. roc.gif rocling.gif Was thinking about adding some color to the ...
by Coffee
March 12th, 2018, 8:42 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 37751

Re: Dunefolk(previously Khalifate) race description

I have to unfortunately agree with the last post by Deciton_Reven about the Dunefolk era being a bit tucked away like it is an embarrassment. Earlier in this thread I think the idea was mentioned to mainline Dunefolk into default and have a separate "default minus Dunefolk" era, which could be a kin...
by Coffee
March 5th, 2018, 11:35 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 37751

Re: Dunefolk(previously Khalifate) race description

Underground migration for Dunefolk seems a bit weird to me. Just my 2 cents, but I like the idea of Dunefolk going across archipelagos and/or a narrow land bridge. You could also introduce drakes/nagas, which haven't had much campaign time before and you get a place for the drakes to live as a bonus...
by Coffee
February 22nd, 2018, 5:14 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 37751

Re: Dunefolk(previously Khalifate) race description

I just want to mention that, as it is possible that people here don't know, that many of the unit types brought up (such as Rocs/elephants/snake charmers/flying carpets/djinns/etc.) have reasonable efforts in UMC already. This includes decent animations and, in one case at least, a high quality port...
by Coffee
February 19th, 2018, 8:38 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 37751

Re: Dunefolk(previously Khalifate) race description

I've tried to avoid commenting on this kind of topic before as I originally didn't like the Khalifate (now Dunefolk) and had similar reservations to cold steel above (why no magic carpets/camels/genies/roks and no special unique to the race, etc.?). I even went so far as to create a separate faction...
by Coffee
February 17th, 2018, 4:50 am
Forum: Scenario & Campaign Development
Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
Replies: 23
Views: 2953

Re: Sand in the Wind, a short Dunefolk campaign (uses 1.13)

Seems like a decent small campaign. Here's some more replays for you. I had some time and finished it on hard mode. Seemed a little easy, but am not sure how this would compare to other campaigns. Here's my feedback: - I would recommend to add in some lurking woses/rangers in the elf scenario. You c...
by Coffee
January 26th, 2018, 7:42 am
Forum: Strategies & Tips
Topic: Knalgan vs Loyalists
Replies: 18
Views: 4550

Re: Knalgan vs Loyalists

Here's another opinion on this match-up. In short, maybe your strategy with dwarves vs loyalists should depend on map and circumstances. Below, the long version :P I would move quickly to a central point with your leader and recruit from there dwarves. Beforehand you want to assess if you want footp...
by Coffee
December 29th, 2017, 8:26 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.10 (1.14 beta 2)
Replies: 75
Views: 27466

Re: Wesnoth 1.13.10 (1.14 beta 2)

My comment on price changes is just that you need to extensively test the mainline campaigns on medium and hard difficulties if you change the prices. That's where the price of level 2's matter. If you are going to give the AI opponents extra (or fewer) high level units you should have some idea wh...
by Coffee
December 27th, 2017, 10:29 pm
Forum: Music & Sound Development
Topic: New main menu music!
Replies: 50
Views: 14950

Re: New main menu music!

Just wondering if this is ready to go in to the game?
by Coffee
September 15th, 2017, 10:24 pm
Forum: Music & Sound Development
Topic: New main menu music!
Replies: 50
Views: 14950

Re: New main menu music!

Like others in this thread I'd like to say you've done a great job here with this piece. When I first read the title of this thread I was a little worried, as I've come to like the old main title music (didn't like it initially and knew it was being discussed for replacement) -- but after listening ...
by Coffee
September 6th, 2017, 8:57 pm
Forum: Technical Support
Topic: Annoying lost feature
Replies: 9
Views: 1303

Re: Annoying lost feature

To answer the questions of where this game behavior went: before 1.12 in the development cycle another developer Fabi/Fendrin was rewriting the input controls code. This was to allow for remapping of the standard left click and such that was not remappable beforehand. IIRC he then experimented with ...
by Coffee
August 12th, 2017, 6:18 am
Forum: Users’ Forum
Topic: Performance experiences with 1.13.x
Replies: 22
Views: 4179

Re: Performance experiences with 1.13.x

There have been quite a few bugs fixed recently that may positively affect this, including the bug I mentioned with movement animations. I think version 1.13.9 is due this month and it would be interesting to hear back from people that had issues before if performance is now decent. I think it is pr...
by Coffee
July 19th, 2017, 11:00 pm
Forum: Art Contributions
Topic: Mainline campaign sprites and animations needed
Replies: 432
Views: 71268

Re: Mainline campaign sprites and animations needed

What about the tutorial? Should the animations for Konrad and the princess be added there also? Oh duh, I (again) forgot the tutorial. Yeah, I'll port them over there too. Just letting you know that I copied the princess animations from HttT to the tutorial as well so they aren't forgotten. They ar...
by Coffee
July 12th, 2017, 1:15 am
Forum: Users’ Forum
Topic: [POLL] Removing planning mode
Replies: 56
Views: 11985

Re: [POLL] Removing planning mode

"Delayed shroud updates" is is neigher less buggy (casues OOS) nor able to replace planning mode in the first place because most things where you'd use planning mode for are just not doable with dsu. Actually i think removing dsu is a much better idea than dropping planning mode. As a sometimes pla...