Search found 982 matches

by taptap
May 29th, 2018, 4:19 pm
Forum: Art Workshop
Topic: The Era of Myths art project thread
Replies: 460
Views: 155213

Re: The Era of Myths art project thread

Been working on the Farstrider since I find it to be somewhat off; the unit is too slim and doesn't really fit the theme of the other Windsong. I've attached my attempt so far. I'd greatly appreciate opinions ; I noticed the 'halo' looked somewhat like demon horns, so I'll probably redo that. The F...
by taptap
May 20th, 2018, 7:23 am
Forum: Users’ Forum
Topic: A little doubt
Replies: 6
Views: 3746

Re: A little doubt

You can sort campaigns "by chronological order" in the current stable version (1.14). However, this is probably not the best way to play them. Start easy (South Guard, Orcish Incursion) and progress to harder content is the usual advice.
by taptap
May 19th, 2018, 5:35 pm
Forum: Art Workshop
Topic: The Era of Myths art project thread
Replies: 460
Views: 155213

Re: The Era of Myths art project thread

A few small edits on celestial sprites: mainly various fixes on shadows (old style, wrong opacity, copy-paste errors) and proper team color on the holy sentinel. May it be useful for those using these sprites in EoM or Ageless Era.
by taptap
May 12th, 2018, 8:34 pm
Forum: Scenario & Campaign Development
Topic: Return from the Abyss [SP campaign for 1.12/1.14]
Replies: 211
Views: 85666

Re: Return from the Abyss [SP campaign for 1.12/1.13]

Sudipta wrote: May 12th, 2018, 7:42 pm The Old Castle was the hardest scenario by far. I'd like to see a replay of it on hard if someone can provide it.
There are several in this thread (even w/o closing any lines of attack). Some versions back though. Mine was from 2016. Dwarves are good and level up heals as well.
by taptap
May 12th, 2018, 4:02 pm
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 47
Views: 30375

Re: A mod to make Wesnoth's RNG a little less frustrating

Wesnoth could have been a learning opportunity for its younger players. Instead of learning about randomness, randomness will work just as various confused people always thought it did. It will be even harder to argue with them afterwards. We used to try in the past: https://forums.wesnoth.org/viewt...
by taptap
May 9th, 2018, 7:52 am
Forum: Writers’ Forum
Topic: Revisiting Wesnoth unit descriptions
Replies: 77
Views: 32807

Re: Removing racism from Wesnoth unit descriptions

It feels extremely weird to have this discussion without noticing that BfW mainline features genocide (against Saurians). Enacted by players. Encouraged by these shining examples some add-ons explore this topic further and are extremely verbose about the necessity to wipe out orcs once and for all i...
by taptap
May 2nd, 2018, 1:01 pm
Forum: Website
Topic: Minor introductory nitpicks concerning website
Replies: 4
Views: 5997

Re: Minor introductory nitpicks concerning website

Guide to UMC ... keeping stats for multiple BfW versions on the same page looks like maintenance cancer to me and defeats the main purpose of easy information on current campaigns (and aggregating an archive for old versions just by keeping the current page up to date) instead of another unwieldy mu...
by taptap
May 2nd, 2018, 12:31 pm
Forum: Scenario & Campaign Development
Topic: Guide to UMC campaigns / eras
Replies: 97
Views: 29714

Re: Guide to UMC campaigns / eras

Discussion about updating the guide for the 1.14 release has started in https://r.wesnoth.org/t48054 (the Minor introductory nitpicks concerning website thread.) I'm currently planning on changing each "Status" line to "Status 1.12", and adding a "Status 1.14". Please ...
by taptap
April 25th, 2018, 6:43 am
Forum: Users’ Forum
Topic: best non-mainline campaigns?
Replies: 7
Views: 7261

Re: best non-mainline campaigns?

Plenty of user made content is better than mainline. Though mainline content often features better art due to receiving more attention when Wesnoth had an active art community. Two pages meant to help navigating user made content: https://wiki.wesnoth.org/Guide_to_UMC_Content https://wiki.wesnoth.or...
by taptap
April 22nd, 2018, 8:11 pm
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 11
Views: 5761

Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

What is unique in Wesnoth is imo that it feels like a war game (where you shuffle around divisions and army corps complete w/ ZoC rules) while you are ostensibly playing single fantasy units. This feel is completely abandoned by removing chance and adding ranged attacks. A lot of other rules could c...
by taptap
April 22nd, 2018, 7:03 pm
Forum: Scenario & Campaign Development
Topic: Author: Makepeace McEvoy - 8 campaigns?
Replies: 4
Views: 2324

Re: Author: Makepeace McEvoy - 8 campaigns?

I found Add's Army enjoyable and very much playable. I did like the premise on a few others, but didn't venture far because of balancing issues. For most campaigns not Add's Army you may have to rely on debug mode to break through some unbalanced bottlenecks.
by taptap
December 17th, 2017, 8:44 pm
Forum: Ideas
Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
Replies: 307
Views: 79697

Re: [mainline] Renaming Khalifate for Wesnoth-ian identity

Dunefolk and Southerners Dune sounds like sand dunes or indeed a book by Frank Herbert. / Southerners sounds like the most connotation free term I can think of in a game where northerners are orcs. And both are bland, but this is only natural when you run fiction by opinion poll. / Samarkand was at...
by taptap
December 17th, 2017, 6:21 pm
Forum: Ideas
Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
Replies: 307
Views: 79697

Re: [mainline] Renaming Khalifate for Wesnoth-ian identity

Long story short, the somewhat conservative player base populating this poll can live with Arab inspired nomads, dune-dwellers etc., but absolutely hates the idea of vaguely Arab inspired town-based states. Zombie hordes, dragons, alien invasions, human-alien hybrids... no problem, but don't give us...
by taptap
September 3rd, 2017, 9:16 am
Forum: Strategies & Tips
Topic: formations in BfW
Replies: 22
Views: 10652

Re: formations in BfW

You end with rather clear formations and battle lines in scenarios with high unit count organically. Your ball formations leave three attack options for each unit and are thus rather easy to break unless on very good terrain (e.g. dwarf lords on mountain when optimal healing outweighs damage limitat...