Search found 24 matches

by k8to
November 16th, 2005, 3:26 am
Forum: Users’ Forum
Topic: Game size - Music
Replies: 21
Views: 2365

Some comments about music and filesize. Mods would not reduce quality: Given the style and quality of music currently included in Wesnoth, MOD-based music files would not significantly reduce the music quality in the game. High quality MOD files can be created (depending on style) in something like ...
by k8to
October 29th, 2005, 3:15 pm
Forum: Users’ Forum
Topic: Where should Wesnoth go next?
Replies: 90
Views: 12211

What I don't like is being dismissed. Like you just did. Again. I brought up freeciv as an example of a high performing cross platform turn based tile based game, like wesnoth. You said that it's irrelevant because there are some technology differences. What I said was: it's still comparable whether...
by k8to
October 29th, 2005, 3:04 pm
Forum: Strategies & Tips
Topic: test of the clan
Replies: 21
Views: 4161

This thread is a good argument for using wikis instead of forums.
by k8to
October 29th, 2005, 2:55 pm
Forum: Users’ Forum
Topic: Where should Wesnoth go next?
Replies: 90
Views: 12211

The comparison is relevant. Freeciv is able to put up a workable playable game with no lag. Wesnoth does not seem to have this capability. I am suggesting this would be a good capability to add to wesnoth. How to achieve this involves issues of interface, technology, features, and optimization. It m...
by k8to
October 29th, 2005, 2:33 pm
Forum: Users’ Forum
Topic: Where should Wesnoth go next?
Replies: 90
Views: 12211

I'm not really convinced. Freeciv's GTK-based client runs on mac, windows, and UNIX and is snappy on all of them. I think part of this is that they are less ambitious with what they throw up on the screen, but I think the lion's share is that they're using a well established toolkit which knows how ...
by k8to
October 29th, 2005, 2:09 pm
Forum: Users’ Forum
Topic: Where should Wesnoth go next?
Replies: 90
Views: 12211

There is no specific "bug". Wesnoth simply is not streamlined enough to operate pleasantly on my 866mhz c3 cpu. I've submitted performance info when devs have requested it. The numbers speak for themselves, it's obviously bad on this generation of computer, but most people have 1ghz machines or high...
by k8to
October 29th, 2005, 1:54 pm
Forum: Users’ Forum
Topic: Where should Wesnoth go next?
Replies: 90
Views: 12211

First, a suggestion. Don't start off responses with "you are wrong". it's pointlessly contrary and irritating. It's especially annoying when you haven't even really considered what might really be meant by the original post. I'd like to see two things in wesnoth in the future. - Extra easy difficult...
by k8to
October 29th, 2005, 6:51 am
Forum: Users’ Forum
Topic: Where should Wesnoth go next?
Replies: 90
Views: 12211

I'd like to see two things in wesnoth in the future. - Extra easy difficulty mode. I really mean this. Something that the regulars on this forum think is stupid in its simplicitly would be a great addition to the game. - Lower CPU usage. I want to be able to scroll the map and choose and move units ...
by k8to
October 18th, 2005, 2:35 pm
Forum: Strategies & Tips
Topic: Hardcore or save/reload ?
Replies: 21
Views: 4726

I save/reload excessively. The game is just too wildly chancy for my tastes otehrwise: strong units wiped out without a chance for response.
by k8to
August 31st, 2005, 6:13 pm
Forum: Users’ Forum
Topic: Discussion tabs in the wiki?
Replies: 6
Views: 1014

I would push you to go in the other direction. Remove the discussion tab entirely, and allow the discussion to take place right on the page, the way traditional wikis have always operated. The discussion itself is often very informative, and as time goes on, resolved discussions can be reformatted a...
by k8to
June 8th, 2005, 7:32 am
Forum: Users’ Forum
Topic: Wanted: foolishly easy wesnoth
Replies: 35
Views: 4653

Here are some thoughts on this topic: Debug mode is not really the same as easy mode. Once in debug, you have put yourself in the god position, and not the player position. You can change anything, declare arbitrary victory, etc. The perception of overcoming a challenge which makes up the concept of...
by k8to
May 24th, 2005, 9:49 am
Forum: Users’ Forum
Topic: Wanted: foolishly easy wesnoth
Replies: 35
Views: 4653

Yeah I'm well aware of the possibility to hand-edit the configfiles. When playing on Easy/Trivial, gold doesn't tend to be the limiter in any event. At least for me. (Maybe this different for others?) It's not that hard to pick a well balanced group of troops to go out onto the field. And winning by...
by k8to
May 24th, 2005, 2:06 am
Forum: Users’ Forum
Topic: Wanted: foolishly easy wesnoth
Replies: 35
Views: 4653

Wanted: foolishly easy wesnoth

I'm interested in a single player wesnoth experience which is vastly more tilted in the player's favor than the current game. I've grovelled throught the code a bit, but C++ makes no sense to me. I'm willing to pay 25$ to someone for a relatively clean patch which tilts the vs computer play experien...
by k8to
February 10th, 2005, 8:12 am
Forum: Users’ Forum
Topic: Wesnoth Performance
Replies: 25
Views: 5203

Debian Linux (testing) using "unstable" wesnoth (0.8.10), 900Mhz processor Matrox G400 Videocard (Xfree 4.3.0.1) Resolution of 1024x768 at 16 bit depth Scrolling around the screen with nothing selected: 12fps Scrolling around the screen with a unit seleted: 5-9fps While a unit is moving: 35-40fps Wh...
by k8to
July 18th, 2004, 4:43 pm
Forum: Users’ Forum
Topic: Hit resolution
Replies: 16
Views: 2333

Some games do not in fact use random numbers, but "fit" the data to the probabilities. This makes more sense when the fittedness of the data is catastrophically important. For example, in the dungeon exploring game Angband, your gain hitpoints per level, with a random amount between X and Y, where X...