Search found 13 matches
- June 10th, 2021, 11:00 pm
- Forum: Art Contributions
- Topic: Loyalist Units
- Replies: 36
- Views: 25662
Re: Loyalist Units
I see it, I like it, I want it, I need it.
Complete BfW overhaul when?
Complete BfW overhaul when?
- June 9th, 2021, 1:14 pm
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 51193
Re: Custom Campaign 2.0.8 for Wesnoth 1.14
Thanks a lot for the quick reply and the clarifications.
I still think the Gold Crown Commanders should be treated differently: when you select a faction, it lets you choose one of the G.C. Commanders, and the others either stay in the recall list or are disabled for that scenario.
I still think the Gold Crown Commanders should be treated differently: when you select a faction, it lets you choose one of the G.C. Commanders, and the others either stay in the recall list or are disabled for that scenario.
- June 8th, 2021, 2:49 pm
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 51193
Re: Custom Campaign 2.0.8 for Wesnoth 1.14
Last thing: choosing Commanders is also broken. If I create different Commander units they all spawn together at start. Instead, it should let me choose between them. Right now, if I want to do that, I have to copy the same faction over and over and give it one different Commander each copy. I get t...
- June 8th, 2021, 2:46 pm
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 51193
Re: Custom Campaign 2.0.8 for Wesnoth 1.14
Another suggestion would be to make the factions work with campaigns. I don't know if it's possible, but if a campaign is made so that talking units refer to "the commander", "a random unit", "the first recruited unit" and so on, instead of a specific unit with a specif...
- June 8th, 2021, 2:44 pm
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 51193
Re: Custom Campaign 2.0.8 for Wesnoth 1.14
Hello. I'm a huge, huge fan of your mod. I have been using it since 2016. But I beg you, for the love of god, bring the search bar and filters back. I use War of the Gods which has thousands of units, and without filters and search bar it takes me HOURS to create a faction, scrolling through all my ...
- October 9th, 2015, 2:18 pm
- Forum: Ideas
- Topic: [UMC] Legions add-on
- Replies: 3
- Views: 2031
Re: [UMC] Legions add-on
Thanks I'll wait some other people to approve this idea.Yomar wrote:Cool idea, I would play this.
- September 9th, 2015, 5:16 pm
- Forum: Ideas
- Topic: [UMC] Legions add-on
- Replies: 3
- Views: 2031
[UMC] Legions add-on
Hi guys, I've been playing this game every day for the previous two months,and I decided it is time for me to try and contribute. What I want to do is pretty simple,and is just an idea of an add-on with different gameplay,like many others. Here it is: -The game starts normal,you have the leader you ...
- September 2nd, 2015, 1:24 pm
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 51193
Re: Custom Campaign 1.2.1 for Wesnoth 1.12
Hi :) This mod is awesome. I'm using it pretty much for everything I do,rpg maps,survival maps,etc... I also made a lot of factions,like Bandits,Chaos, etc. , and I love it! But there's something missing... I can pretty much modify any unit,right? But that's only for the traits,the name,and the role...
- August 31st, 2015, 10:48 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33319
Re: A Scenario with robots
Excuse me, this mod is awesome, and I played it for hours straight to master it :) But,does it give more traits to the game? Because I realized that after downloading this,any unit in any era now gets other traits,such as "muscular" or "pierce proof",and I don't know why it happe...
- August 24th, 2015, 9:27 pm
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 55
- Views: 29140
Re: No Randomness Mod Released
This is cool :) I think randomness (luck) is a part of life too,but still,watching footmen repeatedly miss eachother and suddenly die... At least 15% more probability would have been good,so when you should have 80% hit,you have 95 and it still can be seen as "an accurate hit with a little chan...
- August 15th, 2015, 5:43 am
- Forum: Faction & Era Development
- Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
- Replies: 24
- Views: 14827
Re: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
I love these mods,but damage and accuracy mod only works on the vanilla eras :/ I use that mod to reduce the luck factor which is present in pretty much any era.
Is there a way to make it usable in any era?
Is there a way to make it usable in any era?
- August 14th, 2015, 11:09 am
- Forum: Multiplayer Development
- Topic: Creep War
- Replies: 53
- Views: 32152
Re: Creep War
I can translate to italian
- August 13th, 2015, 8:14 pm
- Forum: Multiplayer Development
- Topic: Ravana's Multiplayer Works
- Replies: 81
- Views: 93602
Re: Dov's MP Pack - Now with Shops Era
Hi Dov Thanks for your mods,I like them a lot
But the Xp Mod,well I'd like needed exp's to be higher.
12 for hp and 28 for damage? Hm :/ I'd like it to be more configurable,that's it.
But the Xp Mod,well I'd like needed exp's to be higher.
12 for hp and 28 for damage? Hm :/ I'd like it to be more configurable,that's it.