Search found 102 matches

by MathBrush
May 10th, 2018, 5:52 pm
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 32
Views: 1054

Re: A mod to make Wesnoth's RNG a little less frustrating

This sounds really promising. It might be worthwhile to mention on Steam that an RNG mod is being tested and may be pushed out later.
by MathBrush
April 21st, 2018, 8:11 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23743

Re: Dunefolk(previously Khalifate) race description

I thought the description was purposely vague as a way of generating consensus among everyone, and to leave things open for campaigns to explore.
by MathBrush
April 2nd, 2018, 9:58 pm
Forum: Scenario & Campaign Development
Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
Replies: 21
Views: 1745

Re: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)

Thank you for the heads-up! I had no idea what I was doing with text domains, and still don’t. I’ll try to piece it together, thanks!
by MathBrush
April 2nd, 2018, 6:00 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4506

Re: Default+Dunefolk era balance

I haven't done Loyalists yet (when I do, I'll edit my last post, to avoid overposting). But it's clear that Dunefolk AI has a major problem with the 2 chaotic factions' AI. However, it completely neglected the herbalist. I would suggest that if advanced players want to start somewhere, they should s...
by MathBrush
April 2nd, 2018, 4:22 pm
Forum: Users’ Forum
Topic: True math RNG... proved! :)
Replies: 10
Views: 804

Re: True math RNG... proved! :)

It would prove that the RNG is bad if this didn’t show up once in a while. Truly random things are predictable in the long run, and in the long run there is a high probability of getting runs like this.
by MathBrush
April 2nd, 2018, 2:05 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4506

Re: Default+Dunefolk era balance

I tested Drakes next, based on comments saying their high mobility was similar to Dunefolk. It was 60/40 for Dunefolk/Drakes. Dune Soldiers did great against saurians, falcons and rovers both leveled up. Saurian augurs leveled up frequently as well. Edit: Rebels vs. Dunefolk: 40/60 Dunefolk/Rebels. ...
by MathBrush
April 2nd, 2018, 1:14 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4506

Re: Default+Dunefolk era balance

I think that Dunefolk are so bad that AI can help. The Dunefolk just lost 9/10 battles against the undead. Burners were of course very useful. No healers were recruited. The maces of the rider and piercer were useful. The dune soldiers have not done much against knalgans or undead. Whether it's usef...
by MathBrush
April 2nd, 2018, 6:04 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4506

Re: Default+Dunefolk era balance

From my personal play through a designing the Dunefolk campaign and watching these replays (there’s more I’ll post tomorrow), I think giving the herbalist a ranged poison attack would make a world of difference. Everyone else has their place.
by MathBrush
April 2nd, 2018, 5:34 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4506

Re: Default+Dunefolk era balance

Well, I just decided to watch the playthroughs anyway. I've only done Knalgan tonight. I used wesnoth --showgui --nodelay -m --controller 1:ai --controller 2:ai --era=era_dunefolk --side 2:"Knalgan Alliance" --side 1:"Dunefolk" and alternated the sides. It used the default map, and Knalgans won 70% ...
by MathBrush
April 2nd, 2018, 12:21 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 80
Views: 4506

Re: Default+Dunefolk era balance

I’ll do this tonight if I can. Do the results get dumped somewhere? I’ll need to know how to recover the data.
by MathBrush
March 31st, 2018, 5:16 pm
Forum: Art Workshop
Topic: Vyncyn's sprites
Replies: 84
Views: 17710

Re: Vyncyn's sprites

Maybe the team color could be on a sort of crest or small tuft of feathers, or in the wingtips?

Or a ribbon tied to one leg with the ends fluttering off.
by MathBrush
March 26th, 2018, 4:37 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 23743

Re: Dunefolk(previously Khalifate) race description

Wyverns are just amazing looking. Are their sprites too big though? I could see three ways that they could be added: they could be an evolution of a current unit, or an infant wyvernling could be a level 1 unit that gains a rider on leveling to level 2. Or they could be a really expensive level 1 un...
by MathBrush
March 26th, 2018, 4:24 am
Forum: Game Development
Topic: A cross-post comparing wesnoth and other writing communities
Replies: 4
Views: 712

Re: A cross-post comparing wesnoth and other writing communities

I was referring only to NoSleep. And what I meant was, horrible writing is mocked to drive away 'horrible' new authors, not all new authors! You're right, that's an important distinction. As to conformity, you're right that content and style could be split, in which case NoSleep does in fact lean mo...
by MathBrush
March 26th, 2018, 4:22 am
Forum: Technical Support
Topic: Crash in 1.13.11/1.13.12 on TRoW-7 Return to Oldwood
Replies: 5
Views: 458

Re: Crash in 1.13.11/1.13.12 on TRoW-7 Return to Oldwood

The crash originally occurred in 1.13.11. I don't have a mid-scenario save, since it's a talking only scene. After the crash occurred, I loaded the same game in 1.13.12. The crash occurred again. Then I tried the campaign fresh in 1.13.12, and I used debug cn to go to Return to Oldwood, where the cr...
by MathBrush
March 25th, 2018, 2:19 pm
Forum: Technical Support
Topic: Crash in 1.13.11/1.13.12 on TRoW-7 Return to Oldwood
Replies: 5
Views: 458

Crash in 1.13.11/1.13.12 on TRoW-7 Return to Oldwood

In both 1.13.11 and in 1.13.12 (loading a save from 1.13.11), I cannot start Scenario 7 of The Rise of Wesnoth. It says The error message is: Image doesn't fit on canvas. When reporting the bug please include the following error message: Condition 'as_int>=0' failed at src\gui\core\canvas.cpp:1041 i...