Search found 1292 matches

by Celtic_Minstrel
Today, 3:38 am
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

That makes sense, but I feel like seeing as there's clearly a gender divide in Saurian society, it would be logical for there to be different names in some way? It's true that it would be logical for a society with a gender divide to also have gender-specific names, but it's not like it's a given, ...
by Celtic_Minstrel
Yesterday, 3:39 pm
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

...that's a bit racist and also missing the point. I think not having separate male and female names gives them some flavour in itself.
by Celtic_Minstrel
January 19th, 2019, 4:30 am
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

You think it'll add a bit of flavour? I think it'll remove a bit of flavour.
by Celtic_Minstrel
January 18th, 2019, 12:50 am
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

Something like that would indeed be simple... I still wouldn't bother though.
by Celtic_Minstrel
January 17th, 2019, 1:41 pm
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

The gender of the skirmisher line was already changed in master. Adding a female name generator is what I don't think is worth doing.
by Celtic_Minstrel
January 17th, 2019, 1:19 am
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

Probably, but I don't think it's worth changing it at this point.
by Celtic_Minstrel
January 16th, 2019, 2:30 am
Forum: Writers’ Forum
Topic: Saurian genders
Replies: 16
Views: 392

Re: Saurian genders

Regarding the names, I guess saurians just don't have gender-dependent naming conventions - ie, all their names are unisex. Might be a touch strange given the cultural separation of genders, but I don't think it's worth changing it at this point.
by Celtic_Minstrel
January 8th, 2019, 5:23 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 302
Views: 17238

Re: Dunefolk balancing rework ideas - discussion.

Just speaking in terms of lore, a dust devil would probably have a pierce attack (from sand blown by gale force winds). It feels really underwhelming as a core unit though; I'd see it as more of an uncommon monster. I think I could accept a really low (no more than 10%) fire resistance on the lawful...
by Celtic_Minstrel
January 5th, 2019, 4:00 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8998

Re: [micro_ai] slow

Well... if you're making your own random maps (rather than using maps made by other people), you could totally do it using Lua scenario generation, which could automatically generate twice as many sides as the map settings called for. If you're trying to make it work with other people's maps though,...
by Celtic_Minstrel
January 4th, 2019, 1:51 am
Forum: WML Workshop
Topic: [micro_ai] slow
Replies: 75
Views: 8998

Re: [micro_ai] slow

I think for your specific case it would make more sense to place the caravans on a separate allied AI-controlled side. I'm pretty sure no AI is run for a human player - the goto implementation for human players is probably handled separately from the AI implementation. (There is no limit of 9 sides ...
by Celtic_Minstrel
January 2nd, 2019, 1:29 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 302
Views: 17238

Re: Dunefolk balancing rework ideas - discussion.

If the discussion is finished I would suggest finding some placeholder sprites (maybe borrow/tweak the Naga Guardian line sprites for the new naga?) and implementing these proposed units.
by Celtic_Minstrel
December 21st, 2018, 12:55 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 302
Views: 17238

Re: Dunefolk balancing rework ideas - discussion.

I don't think I like the idea of removing the herbalist's melee attack... giving them a ranged poison seems the most logical, if they're going to have poison at all.
by Celtic_Minstrel
December 20th, 2018, 1:07 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 302
Views: 17238

Re: Dunefolk balancing rework ideas - discussion.

It is not better. The two swords of the naga fighter do much more immediate damage than the proposed fang attacks and potentially give it better survivability (since it can parry or shield itself with them somewhat). Poison is also ineffective on undead and largely so on any creature with regenerat...
by Celtic_Minstrel
December 19th, 2018, 12:57 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 302
Views: 17238

Re: Dunefolk balancing rework ideas - discussion.

Pentarctagon wrote:
December 19th, 2018, 12:52 am
And while I support improved sand defense thematically, in terms of unit strength on most mainline maps, sand is just such a rarely used terrain that it's fairly meaningless to increase it.
If it's meaningless for balance but fits thematically, then we should do it.
by Celtic_Minstrel
December 17th, 2018, 5:25 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 302
Views: 17238

Re: Dunefolk balancing rework ideas - discussion.

It is better to go either for the full negative resistances of the elusive foot move type units, or have neutral resistances like the existing naga while using a lower hit point total to make it sufficiently vulnerable (as is the relationship between merman fighter and merman hunter). As a starting...