Search found 114 matches

by Mawmoocn
December 2nd, 2019, 6:41 am
Forum: Ideas
Topic: Unit Names
Replies: 20
Views: 2259

Re: Unit Names

For example the Japanese Samurai is simply known by that name in every language. Based from this (correct me if I’m wrong), you want a profession based name like Pirate Leader converted to Pirate Captain. Basically I think you want "job" names without the "-man". Real world example is: foreman to s...
by Mawmoocn
December 1st, 2019, 4:28 am
Forum: Scenario & Campaign Development
Topic: On SP Scenario Design Principles
Replies: 2
Views: 223

Re: On SP Scenario Design Principles

Hello, I don't consider myself as a expert player, I played some high difficulties with many restarts ... In my opinion, most difficulties are due to AI behavior and map design. When I first started this game, the raw elements of the game haven't sink in yet, but the most important aspect besides AI...
by Mawmoocn
November 25th, 2019, 11:00 am
Forum: Ideas
Topic: Unit Names
Replies: 20
Views: 2259

Re: Unit Names

Man is originally gender neutral, so it boils down to whether you want the "-man" out. Gender neutral, gender personality, role concentration, are the potential reasons for removing or personalizing gender specific roles, either with the "-man" or without. The current model somehow follows race and ...
by Mawmoocn
November 14th, 2019, 6:10 pm
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3114

Re: Indicating hexes that heal / illuminate / etc?

Hex under effect of Illumination is already indicated, by hex having light-rays graphic, or halo of neighboring unit with the Illuminates ability, even if halo fx is missing you can look at alignment bonus values displayed on the sidebar to determine which hexes have it, when hovering the mouse cur...
by Mawmoocn
November 14th, 2019, 5:47 pm
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 1821

Re: more difficulty levels and max gold limit

You could add an extended menu option and then allow more fine-tuned control, including changing statistics of units e. g. decrease their hp by a percentage (similar as to how warcraft 3 handled that). The drawback is that it can make the game more complicated I agree that it can be confusing but, ...
by Mawmoocn
November 8th, 2019, 7:43 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3114

Re: Indicating hexes that heal / illuminate / etc?

I like the Alternative to 1 tile only illuminate very much I hope that works or some part of illumination aura, are part of the final design for illuminate (it looks cool, but I understand if it doesn't become part of the final design). I don't think the first two examples you gave for three light ...
by Mawmoocn
November 7th, 2019, 1:24 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3114

Re: Indicating hexes that heal / illuminate / etc?

What happen currently if you hover over a tile adjacent to a Mage of Light ? That’s something like B1 and B2 unless there’s another illuminates ability like E3 , E5 and E6 , but like Spixi said, it won’t apply to terrains that create their own light source (this also applies to Mage of Light, if th...
by Mawmoocn
November 6th, 2019, 11:10 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3114

Re: Indicating hexes that heal / illuminate / etc?

I'm not a big fan of E1,2 or 4 since they break the circle of the aura. I think E5 would be good, but it might look messy too with 3 or more illuminates. B3 from your previous post would be the most clean looking. These are other possible alternative, making illuminate smaller, using icons , drawin...
by Mawmoocn
November 6th, 2019, 9:27 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3114

Re: Indicating hexes that heal / illuminate / etc?

I'm sorry if I didn't made a quick response as I think recognition of the origin of illuminate would fail, if illuminate doesn't depend on the center or is affected solely by time of day and if they can procure their own illuminates (like lava terrains for example). I'm not certain if it'll be essen...
by Mawmoocn
November 3rd, 2019, 11:13 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1223

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I think we should allow only several (maybe even one) buff per regular unit. Well personally, I’d like to have 5 use limitation or some type of skill branch lock, to prevent you getting too strong. (I mean it’s fine it they get stronger than normal, though I don’t know how you would add limits on t...
by Mawmoocn
November 3rd, 2019, 1:56 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3114

Re: Indicating hexes that heal / illuminate / etc?

How about using aura like effect for illuminate? Disclaimer: These are image examples. iluminate trial.png A is what it normally looks on a unit, but customized to follow cursor. B is an example for no hover with direction where illuminate aura is located. B1 and B2 locates the origin of illuminate ...
by Mawmoocn
November 2nd, 2019, 10:33 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1223

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

Could you provide examples of the exploit please? It’s not really an exploit but I saw that you can grant traits and weapon specials. Slow + drain + charge (sometimes combination of feeding and immunity to poison), could generate a better (sometimes nearly invulnerable) unit(s), if it was applied t...
by Mawmoocn
November 2nd, 2019, 12:35 pm
Forum: Scenario & Campaign Development
Topic: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14
Replies: 22
Views: 1223

Re: The Rise of Wesnoth (alternative mechanics) UMC add-on for 1.14

I don’t want to comment because I don’t consider myself as an expert on mainline campaigns and haven’t played recently, but here are some of my thoughts. Gold carry over at 5% - 10% would force you to level units as you can’t gain gold advantage without the points system. Some scenarios require more...
by Mawmoocn
October 30th, 2019, 12:27 pm
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 1821

Re: more difficulty levels and max gold limit

The main problem with Hard mode is, levelling units won’t be a guarantee to win harder scenarios, being surrounded while on a bad terrain position, will essentially destroy most of your units (sometimes this ends your progress), perform guesswork games on where to move, because getting stalled can k...
by Mawmoocn
October 29th, 2019, 12:22 am
Forum: Multiplayer Development
Topic: The case against the Dwarvish Steelclad/Lord
Replies: 21
Views: 2144

Re: The case against the Dwarvish Steelclad/Lord

So this is basically your counterargument. Mainly for PvE... Dwarf line is bad on chasing enemies without movement speed unit support. (Other units can help with this) Poison kills these units but takes many turns... Mountains don’t appear in the middle of the road ... yeah basically they’re dead wi...