Search found 57 matches

by Telcontar
July 26th, 2019, 3:20 pm
Forum: Ideas
Topic: Names of enemy units
Replies: 4
Views: 1974

Re: Names of enemy units

Interesting point. I never thought about this. To me, the names give the game more flavor, and I was never bothered by that. But you have a valid point for sure. Perhaps knowing the enemies' names is more justifiable in medieval than modern warfare. So I think the game is fine either way, and there ...
by Telcontar
April 13th, 2018, 7:57 am
Forum: Ideas
Topic: cycle the units by proximity
Replies: 3
Views: 3061

Re: cycle the units by proximity

Well, I'm not sure it's feasible, as it could introduce "loop" in the unit cycle. If implemented in a smart way, the next unit would be progressively farther away, and cycles would be avoided. However, I see a problem when using this multiple times (with moves or entire turns in between)....
by Telcontar
December 1st, 2017, 6:32 am
Forum: Ideas
Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
Replies: 307
Views: 81310

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

I generally agree with you. If nothing else the new names would at least be easier to remember. Some of the names though sound strange to me (e.g. Pyromonger). Other names are very broad (e.g. Warrior). I'd suggest leaving the name "Khalifate" and using it as prefix (-> Khalifate Warrior)...
by Telcontar
October 3rd, 2016, 12:34 pm
Forum: Users’ Forum
Topic: Wesnoth2, Wesnoth, Inc, and other things
Replies: 98
Views: 36514

Re: Wesnoth2, Wesnoth, Inc, and other things

I've been itching to create a HD Wesnoth for a few years now. The current graphics are very nice however scaling things up a bit wouldn't hurt -especially in the age of HD screens. It doesn't have to be 3D (I would be naturally inclined towards 2D), yet 3D could help produce 2D graphics with a more...
by Telcontar
May 9th, 2016, 8:54 am
Forum: Ideas
Topic: MP Modification Ideas - the Thread
Replies: 9
Views: 4060

Re: MP Modification Ideas - the Thread

Several scenarios in several campaigns implement something like that [peasants revolting]. If you can give me exact scenario and campaign i can actually go take a look at how it had been done, for any of these. I think the last outdoor scenarios in "The Hammer of Thursagan", where you fig...
by Telcontar
April 22nd, 2016, 5:54 am
Forum: Ideas
Topic: MP Modification Ideas - the Thread
Replies: 9
Views: 4060

Re: MP Modification Ideas - the Thread

-Healing gives Exp: Healers receive 1 xp per unit healed. Has been debated ad nauseam. Bad idea because it would unbalance the game. -Dynamic Unit Cost: Every time an unit is recruited, recruitment price of it's type goes up by one. Everytime an unit of that type dies, price goes down by one. "...
by Telcontar
July 10th, 2015, 5:38 am
Forum: Ideas
Topic: Self healing for Healers
Replies: 13
Views: 10712

Re: Self healing for Healers

@ beetlenaut POSSIBLE SOLUTIONS Increase cost to recruit units with healing. Increase xp to advance to next levels. Reduce healing to +3 and +6. Reduce combat stats (hp, attack etc). I think self-healing (regeneration) makes healing units too powerful. I would not give healers that ability in gener...
by Telcontar
May 4th, 2015, 6:41 am
Forum: Ideas
Topic: [mainline/UMC] Manual advancing and different AMLA system
Replies: 5
Views: 2731

Re: [mainline/UMC] Manual advancing and different AMLA syste

There are two problems: 1. If you have a unit very close to advancing, the AI usually ignores it. RIPLIB. 2. Max-level units are too useless. Here is the solution: Disable auto-advancing and let the player advance a unit with enough XP whenever (s)he wants during his/her turn. Change the default AM...
by Telcontar
February 26th, 2015, 4:19 am
Forum: Ideas
Topic: Units Stat Summaries
Replies: 8
Views: 4455

Re: Units Stat Summaries

Hi everyone. I used to play a game similar to Wesnoth called "Armies of Gielinor". At first when I started playing Wesnoth, I was really disappointed at how difficult it was to tell the difference between a bowman and an elvish archer. ... Here's what I propose, and I would like for you t...
by Telcontar
January 30th, 2015, 1:41 am
Forum: Ideas
Topic: [interface(?)]: Plot key game statistics after scenario
Replies: 0
Views: 2802

[interface(?)]: Plot key game statistics after scenario

Some strategy games such as Age of Empires show a plot of the key statistics after a game: http://img.gamefaqs.net/screens/0/1/e/gfs_51767_3_2.jpg I think this would be nice to have for Wesnoth as well. It would also be suitable as a Google Summer of Code project, as it's not too difficult to implem...
by Telcontar
December 10th, 2014, 8:06 am
Forum: Heir to the Throne
Topic: Scenario 19c: Cliffs of Thoria
Replies: 34
Views: 37771

Re: Scenario 19c: Cliffs of Thoria

I played this scenario under 1.10.2 (mobile version). This scenario used to be an insane challenge on the hardest difficulty, but now it is so easy that you can just walk through. (1) What difficulty level and version of Wesnoth have you played the scenario on? Hardest, 1.10.2 (2) How difficult did ...
by Telcontar
December 10th, 2014, 3:28 am
Forum: Ideas
Topic: [interface]: Separate observers from recording games
Replies: 2
Views: 2627

Re: [interface]: Separate observers from recording games

Any time you join the 1.12 server, there is a greeting message which states You can find replays of all observable games here: http://wesnoth.org/replays/1.12 Additionally there is a link to the code of conduct page you referred to, with the privacy statement. So I don't think there is actually any...
by Telcontar
December 2nd, 2014, 5:31 am
Forum: Ideas
Topic: [interface]: Separate observers from recording games
Replies: 2
Views: 2627

[interface]: Separate observers from recording games

At this point, any multi-player matches with observers are automatically recorded on the server. I think this may not be obvious to those who don't read the wiki. Some people may be surprised by this and have privacy concerns. Furthermore, there are legitimate use cases to warrant decoupling these t...
by Telcontar
November 27th, 2014, 2:28 am
Forum: Ideas
Topic: GSoC project idea: measure how well units are balanced
Replies: 11
Views: 7066

Re: GSoC project idea: measure how well units are balanced

In a sense, I see the first approach (data from human matches) as a sort of "top-down" analysis, while the second one (a more straightforward and systematic automated comparison) as "bottom-up". I would welcome more data of all types to be available to be analysed, sure. :D If I...
by Telcontar
November 25th, 2014, 11:23 pm
Forum: Ideas
Topic: GSoC project idea: measure how well units are balanced
Replies: 11
Views: 7066

Re: GSoC project idea: measure how well units are balanced

Indeed, there is no way to produce any meaningful information on balance by analyzing unit stats and/or AI matches. What might be useful would perhaps be something like analyzing all matches (excluding special scenarios etc etc) played on the MP server and checking if there's any units which are pr...