Search found 65 matches

by Hejnewar
Yesterday, 11:15 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 49
Views: 1873

Re: Dunefolk Rework - Unit Descriptions

after hearing all of this, the points you are making regarding the sprites and the look of the units are rather subjective. The Rover lv ups wear something as armour, but that ain't iron or any other metal. As far as I know It could be either leather or bones/scales. They even could be roc feathers...
by Hejnewar
October 14th, 2019, 8:33 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 49
Views: 1873

Re: Dunefolk Rework - Unit Descriptions

Still for me Rover line is obviously too heavy armored and armed to be real scouts. An escort for caravans - that is ok. But not rangers and explorers. Just look on human and elvish rangers, how they look like. A ranger wearing a helm and a chainmail (or whatever armor he has), really? You have a p...
by Hejnewar
October 11th, 2019, 4:42 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 49
Views: 1873

Re: Dunefolk Rework - Unit Descriptions

I will comment on Rover and Skirmisher line only. In any case units of this line have nothing with scouting, exploring or hunting looking at sprites and unit's parameters. 5MP are clearly not enough to call them scouts in descriptions. And a new Skirmisher line after that can easily take these scout...
by Hejnewar
October 2nd, 2019, 7:18 pm
Forum: Multiplayer Development
Topic: Mushroom defense cap
Replies: 3
Views: 180

Re: Mushroom defense cap

Yeah I meant Orcish Archer.

Actually I really feel weird about wolves having such low defense and high movement cost in mushroom grove. It really looks like movement type of wolves was taken from goblin rider rather than the other way around.
by Hejnewar
October 1st, 2019, 10:35 pm
Forum: Multiplayer Development
Topic: Rogue balancing
Replies: 9
Views: 296

Re: Rogue balancing

Royal guard if not in village will be poisoned and dammaged from assasin, then Assasin runs away and he dies slowly zoced by Dwarven Sentinels that can also hit him with ranged and get no retail or/and killed by Dragonguards (no resistances against pierce). I don't think that's fair. Dwarf player h...
by Hejnewar
October 1st, 2019, 8:44 pm
Forum: Multiplayer Development
Topic: Rogue balancing
Replies: 9
Views: 296

Re: Rogue balancing

You forgot that he has 60% so the Swordsman will land less hits, while he with only 40% def will be hit more times, things will be also much worse if the How did I forgot that? Its counted in here: HP of Rogue is 41 and Swordsman's is 56, defense of Rogue is 0,6 and Swordsman's is 0,4. Now I will a...
by Hejnewar
October 1st, 2019, 7:19 pm
Forum: Multiplayer Development
Topic: Rogue balancing
Replies: 9
Views: 296

Re: Rogue balancing

I think I will challenge this statement! ;) In my opinion Rogue is perfectly fine unit. Now to prove that I will show some examples. Let's as our test subject use Swordsman without resistances, both units are on flat and are strong, Rogue always has his backstab. And now let's use some math but to t...
by Hejnewar
October 1st, 2019, 5:05 pm
Forum: Multiplayer Development
Topic: Mushroom defense cap
Replies: 3
Views: 180

Re: Mushroom defense cap

It seems like some units require mushroom defense cap, similarly to how human mounted units have forest defense cap. I propose to add the mushroom defense cap to human mounted units and gryphons, it looks like those units are designed to have bad movement and defense on the mushroom terrain. Hi, I ...
by Hejnewar
September 23rd, 2019, 6:19 pm
Forum: Forum Games
Topic: You've been playing Wesnoth too long when...
Replies: 999
Views: 107262

Re: You've been playing Wesnoth too long when...

m1306: You start every stentence with m.
by Hejnewar
September 23rd, 2019, 4:57 pm
Forum: Multiplayer Development
Topic: [WIP] So, I made this map...
Replies: 6
Views: 662

Re: [WIP] So, I made this map...

Let's start with bad things: Lack of embellishments especially on sides but rug hurts my eyes. ;) Some villages seem very easy to conquer. Villages and far apart from each other that might result in problems for slower factions especially because faster factions can quickly switch sides and there is...
by Hejnewar
September 18th, 2019, 9:21 pm
Forum: Faction & Era Development
Topic: Faction Preplanning
Replies: 1
Views: 170

Re: Faction Preplanning

Hi there. Your first goal is fine, but second one: Secondly, I'd like to try to have the faction fulfil some mechanical roles - specifically, to be a defensive faction that relies on numbers and can become more powerful as time progresses. Will be much harder to fulfill, especially "more powerful as...
by Hejnewar
September 10th, 2019, 6:57 pm
Forum: Users’ Forum
Topic: Which faction do you think is the most difficult to play?
Replies: 15
Views: 814

Re: Which faction do you think is the most difficult to play?

Klanga is the hardest faction. I literally know only one person who constantly has very good results with them and in general people tend to struggle while playing as them.
by Hejnewar
July 27th, 2019, 7:23 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 49
Views: 1873

Re: Dunefolk Rework - Unit Descriptions

Piracy I think would work better as a campaign element - maybe have a scenario where the Dunefolk + Naga allies are having to deal with Naga pirates, for example. It doesn't seem unrealistic that there would be Naga pirates, but having that as a core aspect of their units seems out of place to me. ...
by Hejnewar
June 27th, 2019, 11:55 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Naming
Replies: 101
Views: 7404

Re: Dunefolk Rework - Unit Naming

I agree with gype's suggestion. Sounds good to me.