Search found 466 matches

by cobretti
November 25th, 2010, 1:01 pm
Forum: Multiplayer Development
Topic: New map: Clash in the valley (4P)
Replies: 10
Views: 1180

Re: New map: Clash in the valley (4P)

Thanks for the replay reepurr. I'll review it after I build a more recent version of the game.
by cobretti
November 23rd, 2010, 12:53 pm
Forum: Multiplayer Development
Topic: New map: Clash in the valley (4P)
Replies: 10
Views: 1180

Re: New map: Clash in the valley (4P)

Thanks for the tip, Velensk.

Now that I look at it, the version of Wesnoth I have installed is quite old (1.4.4 default in Debian stable) and hasn't got the "upload your add-on" option. That explains it :-(
by cobretti
November 22nd, 2010, 8:27 pm
Forum: Multiplayer Development
Topic: New map: Clash in the valley (4P)
Replies: 10
Views: 1180

Re: New map: Clash in the valley (4P)

You can critizise it, of course. It's just that since I've played it a lot and find it interesting in the way it is, I'm posting it here so anybody else who want to give it a try could. But that doesn't mean I'm close to new ideas. As for the Add.on server, is there a guide about how to post content...
by cobretti
November 22nd, 2010, 12:55 pm
Forum: Multiplayer Development
Topic: New map: Clash in the valley (4P)
Replies: 10
Views: 1180

Re: New map: Clash in the valley (4P)

Hi Velensk. Quick question here, are you posting this looking for a balancing critique or are you simply posting it here for distribution? Either way, you might want to look at the sticky on designing multiplayer maps. I'm posting this map mainly for distribution. I checked the sticky topics before ...
by cobretti
November 21st, 2010, 3:42 pm
Forum: Multiplayer Development
Topic: New map: Clash in the valley (4P)
Replies: 10
Views: 1180

Re: New map: Clash in the valley (4P)

Hi Reepurr. To reach an enemy player, you have to go through the tunnel which is a bottleneck. Bottlenecks basically force units into a funnel which can easily be defended by two lines of units rotating onto those conveniently located villages, resulting in a long and extremely boring stalemate. It'...
by cobretti
November 20th, 2010, 7:53 pm
Forum: Multiplayer Development
Topic: New map: Clash in the valley (4P)
Replies: 10
Views: 1180

New map: Clash in the valley (4P)

Hi. New multiplayer map, four players, starting positions are clockwise. The map is symmetrical both vertically and horizontally. Each side starts in a good defensive position with villages, and work their way from there. I've played it with all the basic factions and is winnable and doesn't look un...
by cobretti
April 11th, 2005, 12:08 pm
Forum: Users’ Forum
Topic: The Not Unbalanced Map Pack
Replies: 30
Views: 4678

I'm the author of Siege Castles.

By the way, I've never known if people really play it. I do it frecuently versus the AI and it's fun and epic, but long. Do other people play it?
by cobretti
March 28th, 2005, 10:13 pm
Forum: Art Contributions
Topic: What d'ya think/Remake of the Barbarians
Replies: 165
Views: 20027

Should i animate my version to mimic those? Just if you like them. It's not a competition, or at least I don't see it that way. Posting different versions allow us to join the strong points of every image, improving the process and leading to better graphics overall. I just posted them so you can c...
by cobretti
March 28th, 2005, 12:25 pm
Forum: Art Contributions
Topic: What d'ya think/Remake of the Barbarians
Replies: 165
Views: 20027

Those are the units already acceptable (but would still deserve some touchups):
by cobretti
March 28th, 2005, 12:12 pm
Forum: Ideas
Topic: cavalry vs pikemen
Replies: 13
Views: 1848

(hmm .. how does a six-foot-tall man, sitting on top of a horse that's at least five feet at the shoulder and using a four-foot-long sword, strike a three-foot-tall Goblin?) Crouching and pointing a bit down? I think it is fine to have horsemen with charging, because from a realistic point of view,...
by cobretti
March 27th, 2005, 10:31 pm
Forum: Art Contributions
Topic: What d'ya think/Remake of the Barbarians
Replies: 165
Views: 20027

Hi. As always, I have little time to work on graphics, but still will work on the Marauders, since I gave word of it. But, given you are interested in working on them, I'll post tomorrow what I already have done so you can work further on them, or make better versions. The rest will come, eventually...
by cobretti
March 24th, 2005, 4:49 pm
Forum: Multiplayer Development
Topic: Loyalists, alas...
Replies: 16
Views: 3866

Even if it can be a bit off-topic here, I would say that the problem is not specifically that Loyalists are underpowered, but rather recent balancing of other factions have made them overpowered, and so 'classic' factions, which have seen little to no balancing recently, are having problems to stay ...
by cobretti
March 20th, 2005, 2:57 pm
Forum: Ideas
Topic: circle of arms
Replies: 9
Views: 1229

Re: circle of arms

Well, it also leads to different matters: Whenever two units share the same weapon type, and are attacked by the same weapon type, it must have the same effect on them, no? Imagine that the attacked units are: Heavy Infantry and Footpad against Sword (blade), Dwarvish Stalwart and Horseman against ...
by cobretti
March 19th, 2005, 1:07 pm
Forum: Ideas
Topic: circle of arms
Replies: 9
Views: 1229

Re: circle of arms

A very similar game to Wesnoth called Fire Emblem (one version of which is on the Game Boy Advance) has a concept of a circle (triad, in that game) of arms. This is only for melee weapons, and does not affect ranged weapons like bows or magic. The way it works is that each weapon type is strong aga...
by cobretti
March 16th, 2005, 1:35 pm
Forum: Strategies & Tips
Topic: Why are elves so popular?
Replies: 71
Views: 8843

Scouts are really weak - lvl2 Rider is just a fast version of fighter witch better ranged attack, but worse def in villages (btw why wolf rider has 60% in village?). To fight undeads you nedd day and mages with help of cheap fighters. Shamans are grat to block adepts too - slowed adept has only 10-...