Search found 107 matches

by MathBrush
November 10th, 2018, 9:55 pm
Forum: Scenario & Campaign Development
Topic: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14
Replies: 31
Views: 4899

Re: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14

I've finally gone about fixing all the typos mentioned, as well as the day-night cycle. Thanks to everyone who responded!
by MathBrush
August 7th, 2018, 1:06 am
Forum: Scenario & Campaign Development
Topic: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14
Replies: 31
Views: 4899

Re: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14

Thanks for your feedback, when I find time to revise the campaign, I'll incorporate it!
by MathBrush
July 6th, 2018, 1:20 am
Forum: Scenario & Campaign Development
Topic: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14
Replies: 31
Views: 4899

Re: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14

That's interesting about all Saurians! The third scenario is intended to be hard for Saurians (ghosts and skeletons are weaker to fire than to pierce or cold). But if you got through it, it shouldn't be too much of a big deal. Scenario 5 is definitely easier with saurians, and was intended to be. I ...
by MathBrush
June 13th, 2018, 9:00 pm
Forum: Scenario & Campaign Development
Topic: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14
Replies: 31
Views: 4899

Re: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14

Thank you for your feedback. Howndoninseitch the day-light cycle?
by MathBrush
May 26th, 2018, 5:26 pm
Forum: Scenario & Campaign Development
Topic: A Fiery Birth-Drake Campaign (9 Scenarios) Now on 1.14
Replies: 31
Views: 4899

Re: A Fiery Birth-Drake Campaign (9 Scenarios, 1.12/1.13) Now with Nightmare

Sorry for the long time replying, I had abandoned this campaign already, but the release on Steam made me excited to re-release this for 1.14. I think I've fixed the problem, WanderingHero, as it shows up when I try playing that level. Let me know if you see it again. The 1.14 release features a com...
by MathBrush
May 10th, 2018, 5:52 pm
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 46
Views: 7908

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: 38275

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: 23
Views: 2965

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: 102
Views: 13746

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: 1282

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: 102
Views: 13746

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: 102
Views: 13746

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: 102
Views: 13746

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: 102
Views: 13746

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: 102
Views: 13746

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.