Search found 2570 matches

by Darth Fool
July 22nd, 2011, 5:19 pm
Forum: Users’ Forum
Topic: BfW in WIRED
Replies: 8
Views: 849

BfW in WIRED

Long time no post... but I thought this would be of interest, assuming no one has beat me to it...
http://www.wired.com/gamelife/2011/07/b ... ewall=true
by Darth Fool
March 18th, 2009, 10:43 pm
Forum: Coder’s Corner
Topic: New AI Design for Wesnoth 1.7
Replies: 51
Views: 11383

Re: New AI Design for Wesnoth 1.7

Dave, What you are describing is very similar to the project I started with the dfool AI. For details, see http://www.wesnoth.org/wiki/User:Darth_Fool. My ideas on AI have evolved a bit since I wrote that, but I think fundamentally the concept of an AI based upon WML defined orders is a good way to ...
by Darth Fool
July 17th, 2007, 4:41 pm
Forum: Ideas
Topic: Ordering the Recruit Dialog (was Spearmen)
Replies: 13
Views: 1609

http://www.wesnoth.org/wiki/WesnothManual wrote: ctrl-shift-r Repeat last recruit
is your friend.
by Darth Fool
July 13th, 2007, 3:44 pm
Forum: Ideas
Topic: New Trait: Wise (or something along those lines)
Replies: 44
Views: 4067

shevegen wrote:You know the impact of bad traits or useless traits would vanish a bit if a player could reshape the traits of a unit (i.e. for a cost of a turn standing still, and paying quite some gold for this) ;)
Not going to happen.
by Darth Fool
July 11th, 2007, 7:23 pm
Forum: Ideas
Topic: New Trait: Wise (or something along those lines)
Replies: 44
Views: 4067

Doesn't the quick trait also have a malus? Yes, and that is a poor design issue left over from its first inception. The rebalancing necessary to make it a pure positive is more work than people want to do. ok, a quick search on 'trait' posted by yours truly yields amongst others the following posts...
by Darth Fool
July 11th, 2007, 6:27 pm
Forum: Ideas
Topic: New Trait: Wise (or something along those lines)
Replies: 44
Views: 4067

All traits should be completely positive. having a malus to 'balance' a bonus is generally a bad idea. A little searching will find my explanations of why.
by Darth Fool
July 10th, 2007, 5:43 pm
Forum: Art Contributions
Topic: Walking Corpses Renewal
Replies: 117
Views: 28022

The transition from torso to tail is too sharp. Since the head and tail are the same color, it makes it look like a fish head and tail where sewn on to a human torso. One way to correct this would be to make the greyer color associated with the ventral portion and the blue to be more towards the dor...
by Darth Fool
June 30th, 2007, 11:01 am
Forum: Ideas
Topic: Idea/Question: 3D client for Wesnoth
Replies: 32
Views: 3758

Dave wrote:This would be roughly as difficult as programming a whole new game in 3D.

Given that that is the case, instead of doing all that effort and having two interfaces to one game, why not just program an entirely new game, and then we could have two nice quality games instead of one?

David
by Darth Fool
June 29th, 2007, 3:44 pm
Forum: WML Workshop
Topic: load_game_failed: ... empty unit
Replies: 13
Views: 1758

I dont see any reason to post the rest of the code, has nothing to do with the problem I'll believe you when you bet your own head on that. Well, since he knows that the rest of the file has nothing to do with the problem, he must already know what the problem is. Nothing to see here. Move along...
by Darth Fool
June 29th, 2007, 1:04 pm
Forum: Art Workshop
Topic: Portrait
Replies: 14
Views: 2860

We have a pretty low bar to become a contributor, but it does involve an actual contribution to mainline.
by Darth Fool
June 29th, 2007, 12:59 pm
Forum: Coder’s Corner
Topic: AI and WML variables?
Replies: 4
Views: 1799

IIRWIIR
by Darth Fool
June 28th, 2007, 5:01 am
Forum: Ideas
Topic: Texture Recolor
Replies: 8
Views: 1177

Ok, with a little thought, I have realized that in principle, using RC, you could do this already in a very painful way. So hey, 'it can already be done'. What is really needed to make it easier, is some WML support for defining palettes using an image instead of having to define each and every colo...
by Darth Fool
June 27th, 2007, 4:09 pm
Forum: Users’ Forum
Topic: Necromancer's plague ?
Replies: 12
Views: 1793

A quick grep through the mainline units shows that Walking Corpses are the only plague type in Mainline. Still, it would be good if the description was adjustable to allow it to describe something other than a Walking Corpse being generated. Basically, the macro: {SPECIAL_NOTES_PLAGUE} needs to have...
by Darth Fool
June 27th, 2007, 3:54 pm
Forum: Art Development
Topic: Help needed defining team rgb values for unit graphics
Replies: 1045
Views: 204131

Ooh...ok, I guess it could be a quiver, but here is something that makes it a little clearer...
by Darth Fool
June 27th, 2007, 1:14 pm
Forum: Art Development
Topic: Help needed defining team rgb values for unit graphics
Replies: 1045
Views: 204131

I prefer #1 without the armor. A cloak might not be a bad idea, but that cloak is too straight and hangs at an angle. Gravity would pull it down, and even wind wouldn't really give it that shape.

also jetryl's sould shooter looks like it gained an extra pant-leg!