Search found 440 matches

by sergey
November 20th, 2019, 9:37 am
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I just finished on easy-normal. I'm not sure if I ever played the mainline, so I can't comment on differences, only my experience. Congratulations on the foundation of the Kingdom of Wesnoth! :D Most scenarios were pretty easy, a few just down right brutal. By brutal you mean hard? Do you remember ...
by sergey
November 17th, 2019, 9:32 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 17570

Re: Dunefolk Rework - Base Units

Cool revision, I like it!
by sergey
November 15th, 2019, 9:16 am
Forum: Off-Topic
Topic: I made an unofficial trailer
Replies: 15
Views: 3722

Re: I made an unofficial trailer

gaojicainiao wrote:
November 15th, 2019, 12:24 am
Unfortunately, I gave up using YouTube. I deeply understand why my home country blocks YouTube. I don't like it and I hate it! :(
Why do you hate it? :?
by sergey
November 5th, 2019, 7:22 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I do worry that you're dropping the carry-over too much. Let's wait for feedback from people who played it. Earlier I mentioned scenario where 40% carryover breaks balance. Here is another example, even 60% could work well there: TRoW_Rough_Landing.png In my opinion carryover percentage shouldn't b...
by sergey
November 5th, 2019, 3:20 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

We should read this topic https://forums.wesnoth.org/viewtopic.php?f=22&t=22226 Interestingly that it was 20% initially, but than changed to 40%. 5% are basically peanuts, often not enough to cover the costs of one single additional unit in the following scenario, and 10% isn't this much more. With ...
by sergey
November 4th, 2019, 6:31 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

Thanks for reply otzenpunk. I will think about what you said. Anyway, here are my counterarguments. I see why you did that, but I think this would remove any incentive from the game to keep an eye on your treasury Do you know about old carryover system? It was 80% without minimum starting gold. The ...
by sergey
November 4th, 2019, 12:31 am
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

Another thing I was thinking of was a FIFO buffer for points. Prior to the UI to spend points, this scene has a limit (default 3 or so) scenes back from which it will accept points. Older points are permanently removed. Points expended from the UI are removed from the oldest slot first. This needs ...
by sergey
November 3rd, 2019, 10:18 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 10
Views: 598

Re: purpose of [move_unit_fake]

I recently decided to use move_unit_fake instead of move_unit here #4539, because unit should start (and end) its movement in village and I didn't want it to capture the village. I still had to create a unit, because there is no animate_unit_fake command and wanted to show its attack animation.
by sergey
November 3rd, 2019, 9:26 am
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

You several times said about almost invulnerable units. Of course that is not what I want. However, upgrades will make units stronger (otherwise, what is the point?) So, the points system must be "balanced" - upgraded units will be stronger than regular units, but they shouldn't be strong enough to ...
by sergey
November 2nd, 2019, 4:40 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

As a side note, something somewhat similar was added recently for DiD , so it's probably safe to say it isn't quite as high a priority as it once was. By the way, the rejected ideas are "Most units should have more than 3 levels of advancement" and "All units should have advancement lines that go t...
by sergey
November 2nd, 2019, 3:41 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

Player can upgrade only main characters (2 - 5 units) and upgrades are limited. This makes most of your concerns irrelevant. Point system has potential to be exploitable and probably won’t be able to compensate on losing additional gold. Could you provide examples of the exploit please? Gold carry o...
by sergey
November 1st, 2019, 11:08 am
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 2055

Re: more difficulty levels and max gold limit

This topic resulted in UMC version of TRoW with the proposed changes https://forums.wesnoth.org/viewtopic.php?t=51087 Thanks for replies and feedback!
by sergey
November 1st, 2019, 10:51 am
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1445

The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

"The Rise of Wesnoth (alternative mechanics)" add-on is modified version of "The Rise of Wesnoth" mainline campaign with the next changes: Early finish bonus gives points, which may be used to upgrade main characters. Gold carryover is 5% - 10% instead of 40%. Starting gold is increased. This is do...
by sergey
October 30th, 2019, 10:15 pm
Forum: Scenario & Campaign Development
Topic: Dynamic starting gold scaling
Replies: 2
Views: 259

Re: Dynamic starting gold scaling

Hi! I am pretty sure this topic was already discussed a lot of times. For example, mainline gold system was changed from 80% carryover to 40% carryover on top of minimal starting gold. However, there is always a room for improvement and experiments. In this topic I started similar discussion https:/...
by sergey
October 29th, 2019, 2:42 pm
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 2055

Re: more difficulty levels and max gold limit

I started to work on UMC version of TRoW with the proposed changes. This commit is an example of how I added more difficulty levels https://github.com/slavrenyuk/The_Rise_Of_Wesnoth_Alternative/commit/2fe7da723fe7ddd4bbe5e9d3ecc7819c2462b733 Starting gold is increased, carryover percentage reduced f...