Search found 24 matches

by AlexanderK
January 14th, 2012, 10:43 pm
Forum: Ideas
Topic: [interface] we need better statistic (my propose)
Replies: 11
Views: 2392

Re: [interface] we need better statistic (my propose)

well, igor, your table makes sense, BUT sometimes taken damage and suicide is also can be considered as luck: 1. when you need to deal some damage and die to let this hex free to let another unit to attack to kill enemy leader for example and when your unit will survive with 1-3 hp it's not good. s...
by AlexanderK
January 14th, 2012, 2:27 am
Forum: Ideas
Topic: [interface] Percentage Statistics
Replies: 9
Views: 3478

Re: Percentage Statistics

When you play campaigns sometimes you want to miss and when you miss you can consider it as luck, for example when you attack yeti or level 3 enemy troll you want them not to die so fast so you can get some extra xp.
by AlexanderK
January 14th, 2012, 2:14 am
Forum: Ideas
Topic: [interface] we need better statistic (my propose)
Replies: 11
Views: 2392

Re: [interface] we need better statistic (my propose)

well, igor, your table makes sense, BUT sometimes taken damage and suicide is also can be considered as luck: 1. when you need to deal some damage and die to let this hex free to let another unit to attack to kill enemy leader for example and when your unit will survive with 1-3 hp it's not good. sa...
by AlexanderK
January 12th, 2012, 2:40 pm
Forum: Ideas
Topic: [interface] we need better statistic (my propose)
Replies: 11
Views: 2392

Re: [interface] we need better statistic (my propose)

Very interesting idea, it would be nice to have per percentage statistic too for 20-70% defense, to see how much hit and misses you have for them, not per unit but per hit chance with option of excluding berserker frenzy attacks. There is a evil laugh when berserker attacks dark adept or mud crawler...
by AlexanderK
January 11th, 2012, 9:02 am
Forum: Ideas
Topic: [interface] Making Random Assignment of Traits Optional
Replies: 16
Views: 1816

Re: [interface] Making Random Assignment of Traits Optional

realism? it's a game, not a war simulator and game must be fun. First, good fantasy must have it's own consistent reality. Second, not having to deal with a pointless frustration would make the game more fun. (At least I have more fun when I can play the game and not have to worry about playing aga...
by AlexanderK
January 9th, 2012, 4:31 am
Forum: Users’ Forum
Topic: Allied AI's
Replies: 21
Views: 3010

Re: Allied AI's

IIRC and unless it has changed, double heal never happens. Try it sometime. What do you want to say? if your unit standing on village or near your healer and not poisoned it will receive healing from it and if there is a healer form another side it will be healed by it at the beginning of that side...
by AlexanderK
January 8th, 2012, 10:54 am
Forum: Ideas
Topic: [interface] Making Random Assignment of Traits Optional
Replies: 16
Views: 1816

Re: [interface] Making Random Assignment of Traits Optional

I don't understand your first comment; could you please explain how the order in which the traits are selected would cause a difference in HP? I said according to my experience, there is no difference quick, intelligent and intelligent quick for drakes, but for Dark Adept is, maybe because quick mo...
by AlexanderK
January 8th, 2012, 5:53 am
Forum: Users’ Forum
Topic: Allied AI's
Replies: 21
Views: 3010

Re: Allied AI's

I don't think players should be required to use the AI Controller to win mainline campaigns due to the guiding KISS principle of Wesnoth gameplay. It would be far better if the scenario was tweaked using FormulaAI, LuaAI, or even WML tricks to ensure that the ally doesn't prevent players from findi...
by AlexanderK
January 8th, 2012, 3:00 am
Forum: Ideas
Topic: [interface] Making Random Assignment of Traits Optional
Replies: 16
Views: 1816

Re: [interface] Making Random Assignment of Traits Optional

it will be totally unfair to undead. Especially for quick, resilient and resilient, quick Dark Adepts since last one has 1 hp less and will never be chosen.

And units with resilient/healthy, strong/dexterous traits will be overused.
by AlexanderK
January 8th, 2012, 2:17 am
Forum: Users’ Forum
Topic: Allied AI's
Replies: 21
Views: 3010

Re: Allied AI's

I am sick and tired of losing campaign scenarios when I'm on the verge of crushing my enemies because some mission critical, allied, AI leader gives up the ghost. I dread having an AI ally because keeping it alive makes a scenario much harder. Also, proliferation of AI allies (they occur in almost ...
by AlexanderK
December 24th, 2011, 3:26 am
Forum: Strategies & Tips
Topic: Use of Cavalrymen and Their Advancements
Replies: 12
Views: 3741

Re: Use of Cavalrymen and Their Advancements

on small 2 vs 2 MP maps (for example Isar Cross) if your partner is drake sometimes it is useful to go all fast (cavarly or gryphon) units recruits :twisted:
by AlexanderK
December 18th, 2011, 8:12 am
Forum: Ideas
Topic: [mainline] Weaken the OP LT
Replies: 46
Views: 5672

Re: [mainline] Weaken the OP LT

what does winning or losing have anything to do with the leader usage?. Of course, It does. Here is why: If we take let's say 50 replays with loy+lt vs any_other_faction and 50 replays loy(without lt) vs any_other_faction with players with equal skills, if number of victories is about the same so w...
by AlexanderK
December 18th, 2011, 6:13 am
Forum: Multiplayer Development
Topic: [mainline] Loyalist Bowman
Replies: 79
Views: 9143

Re: [mainline] Loyalist Bowman

I'm in favor of increasing the melee attack of the loyalist bowman from 4-2 to 5-2. I've been playing Wesnoth 1.6,1.8-1.9 and found them to be pretty average compared to spearmen, etc. No. Spearman can kill dwarvish ulfserker, but bowman not. This will increase his chances to kill dwarvish ulfserke...
by AlexanderK
December 17th, 2011, 5:52 pm
Forum: Ideas
Topic: [engine] moves loss on disconnection and some others
Replies: 0
Views: 309

[engine] moves loss on disconnection and some others

1. There is a bug when player got disconnected before his turn starts his side preserves moves state from previous turn, I am not sure if it is fixed in 1.9.X branch, but if host would be able to have a command like "force_new_turn_for_side X" it can be a good solution, for now to reload the game is...
by AlexanderK
December 16th, 2011, 11:41 am
Forum: Ideas
Topic: [mainline] Weaken the OP LT
Replies: 46
Views: 5672

Re: [mainline] Weaken the OP LT

But in this replay red player is not lost, he just didn't want to continue to play. I think the problem is in the map "Howling Ghost Badlands", how about other maps and 2x2 replays?