Search found 13 matches

by SmashingSuccess
October 31st, 2018, 7:58 pm
Forum: Users’ Forum
Topic: Best map(s) and why?
Replies: 6
Views: 5194

Re: Best map(s) and why?

objectively speaking, or as objectively as possible anyhow.
by SmashingSuccess
October 31st, 2018, 2:24 pm
Forum: Users’ Forum
Topic: Best map(s) and why?
Replies: 6
Views: 5194

Best map(s) and why?

Title says it all.
by SmashingSuccess
August 13th, 2018, 6:48 am
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 3288

Re: Quantifying how good/bad units are per-level. (UNFINISHED)

Hmmmm.....seems like the first one was trying to build a campaign, and was trying to make his units balanced for his scenarios, so that's not really applicable. The second one however is more interesting. It seems like he was trying to judge his unit balance based on his own testing rather than the ...
by SmashingSuccess
August 12th, 2018, 6:51 pm
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 3288

Re: Quantifying how good/bad units are per-level. (UNFINISHED)

Ahhh yes, finally some solid criticism with thought put into it. To address your first point, I will admit, the spread of the 10-10-0-20 was kinda random on my part. I was mostly doing it as a response to enclave's post and I needed something fast and effective to prove my point. Seems it failed in ...
by SmashingSuccess
August 12th, 2018, 3:05 pm
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 3288

Re: Quantifying how good/bad units are per-level. (UNFINISHED)

Good to see someone doesn't know how to math. First of all, you switch the numbers around on the attacks to make it look like I was incorrect where I wasn't. Second, let's examine your ineptitude further. First round of battle 3: 4 units hit for 10 damage, killing one of the 40-1 units. 40-1 side co...
by SmashingSuccess
August 12th, 2018, 6:24 am
Forum: Users’ Forum
Topic: [POLL] What Operating Systems do you use Wesnoth on?
Replies: 50
Views: 15904

Re: [POLL] What Operating Systems do you use Wesnoth on?

Used to run wesnoth on a WAY older version back on windows vista, but that was an eternity ago.
by SmashingSuccess
August 12th, 2018, 6:17 am
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 3288

Re: Quantifying how good/bad units are per-level. (UNFINISHED)

Well if 4 units (4-10) attack a unit (1-40) there is also a chance of this to happen: Round 1 10 damage VS 40 Damage 10 damage VS 0 Damage 0 damage VS 0 Damage 20 damage VS 0 Damage Which would lead to a murder of a 40hp unit... so saying that 4-10 is better than 1-40 is a bit strange although a ni...
by SmashingSuccess
August 11th, 2018, 3:28 pm
Forum: Users’ Forum
Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
Replies: 11
Views: 3288

Quantifying how good/bad units are per-level. (UNFINISHED)

As a game designer, I've always been interested in how to quantify how good/bad units are based on their level in this game. To get into this subject, there are a LOT of things that need to broached with a lot of care and tact. As such, I encourage anyone who notices anything I missed or has any que...
by SmashingSuccess
May 18th, 2018, 10:04 am
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 47
Views: 14923

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

This is a large part of the sentiment behind what I am attempting to do by creating a completely separate tactics RPG. By completely removing RNG from the game entirely and using Wesnoth's damage-strikes combat engine as a starting line, it removes a lot of problems that inherently come with Randomn...
by SmashingSuccess
April 18th, 2018, 6:47 am
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 11
Views: 2624

Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

I mean, we can argue it all we want back and forth, but at the end of the day, I find useful information in this data where you don't. That's not a jab or a slight, that's a just a difference in perspective. At this point I think this thread has kinda gone as far as its gonna go. We've stopped talki...
by SmashingSuccess
April 16th, 2018, 11:00 pm
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 11
Views: 2624

Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

Overall, I agree with most of your analysis's (analyses? analysis'?). That being said, the statement that I can glean no information from testing Wesnoth units against each other using my own system as the base isn't entirely true. For starters, I already know that the units won't work balance-wise ...
by SmashingSuccess
April 12th, 2018, 5:55 am
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 11
Views: 2624

Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

There are other factors at play besides simply wesnoth style combat that I neglected to mention. Units also have Armor and Blocks, with straight up subtract damage per hit and straight up ignore whole attack strikes up to the cap, respectively. Most non-base units also have special abilities, such a...
by SmashingSuccess
April 12th, 2018, 5:32 am
Forum: Users’ Forum
Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
Replies: 11
Views: 2624

100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?

I am a game developer who is making his own strategy game based around a wesnoth/fire emblem type combat system. Something that I have run into as far as design is concerned is how to create units once I finish programming. So far, there are 3 things I want from my game: No combat randomness Ranged ...