Search found 11 matches
- April 27th, 2015, 6:15 am
- Forum: Strategies & Tips
- Topic: Which faction fits aggressive play?
- Replies: 6
- Views: 6443
Re: Which faction fits aggressive play?
I recently got this game and I've found that I play rather aggressive. What are some factions that fit this playstyle? I've been playing Loyalists and sometimes Drakes. Is there any other faction I should try? Thanks. Northerners are probably a decent fit. The stock unit has good hp and 2 strong me...
- November 26th, 2014, 6:03 am
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1347
- Views: 380272
Re: Strange Legacy - 1.100 RPG World - finished
Computer_Player wrote:Hi. Just stated playing this, unfortunately there seems to be a few bugs after being ported to 1.12.
From the OP.Heindal wrote:Wesnoth Version: 1.10.7; 11.13
I made the same mistake in 11.16 so don't feel too foolish if you aren't using v11.13.
- October 17th, 2014, 8:59 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1347
- Views: 380272
Re: Strange Legacy - 1.100 RPG World - finished
After giving the North Ruins the 200 wood and stone required, it fires the dialogue, gives the achievement, and does nothing else. It stays a ruin and further on visits they ask for stone and wood to rebuild without any option for donation :lol: It worked everytime by me :hmm: I'm also playing only...
- October 15th, 2014, 2:47 am
- Forum: Users’ Forum
- Topic: How did you find out about Wesnoth?
- Replies: 29
- Views: 11714
Re: How did you find out about Wesnoth?
I was looking for easily mod-able games, preferably free. I found Dwarf Fortress first but found Wesnoth soon after through those forums. That was... 3-4 years ago.
- October 9th, 2014, 12:58 am
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1347
- Views: 380272
Re: Strange Legacy - 1.100 RPG World - finished
Found some time to play this some more and encountered 4 things that might be bugs. Though I don't consider the second one important. In the fight before Grey one of my Angels got hit by an attack with the special "Critical" and suffered no extra damage or death. In the fight with Grey if ...
- October 4th, 2014, 12:57 am
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1347
- Views: 380272
Re: Strange Legacy - 1.100 RPG World - finished
This is a good add-on and it caters to my favorite campaign playstyle: blind runs. Currently on Ch2, Easy after starting on the Worker path. The mercenary system is really neat even if a little difficult to get the hang of (especially after mainline). I've noticed 3 instances of gameplay weirdness s...
- September 27th, 2014, 4:39 pm
- Forum: WML Workshop
- Topic: How to remove windmills
- Replies: 3
- Views: 1616
Re: How to remove windmills
Note: I've barely done any wml. #delete windmills [terrain] [and] terrain=Gg^Vwm # here is the filter criterion [/and] terrain=Gg # and the new terrain replace_if_failed=yes [/terrain] If this doesn't work you might want to try filtering for the windmill terrain overlay itself. #delete windmills [te...
- September 25th, 2014, 4:00 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 119043
Re: Era of High Sorcery
It isn't the default. I always turn it off, because as undead the bat-flapping murders my frames whenever I see them. I imagine most people don't do this.
Where else does it appear? Just curious.
Where else does it appear? Just curious.
- September 25th, 2014, 3:31 am
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 119043
Re: Era of High Sorcery
Pillager this era is awesome and it has been for a long time. I'm not sure you know about it or if there just isn't any way to inform people, but if you turn off "Show Unit Standing Animations" and then interact with a main mage in any way they are surrounded by a black box (I'm on the exp...
- September 21st, 2014, 5:19 pm
- Forum: Technical Support
- Topic: Map Editor 1.11 (1.12) - too much clicking
- Replies: 14
- Views: 5118
Re: Map Editor 1.11 (1.12) - too much clicking
Hello, there. I am an occasional Wesnoth player since v1.6 (most enjoyment in 1.8 due to add-on variety). I've always enjoyed making my own maps with the editor and have even made little scenarios using the tag info in this site's glorious 'Create' section. I even remember my annoyance when one of ...
- September 19th, 2014, 4:23 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5583
Re: No Randomness Mod Released
./data/game_config.cfg
It controls the default healing numbers for villages and resting. Also poison damage and recall cost (and some other things). It's been around some years so I'm not sure how the modding scene wouldn't know about it .
It controls the default healing numbers for villages and resting. Also poison damage and recall cost (and some other things). It's been around some years so I'm not sure how the modding scene wouldn't know about it .