Search found 2570 matches
- July 22nd, 2011, 5:19 pm
- Forum: Users’ Forum
- Topic: BfW in WIRED
- Replies: 8
- Views: 2685
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
http://www.wired.com/gamelife/2011/07/b ... ewall=true
- March 18th, 2009, 10:43 pm
- Forum: Coder’s Corner
- Topic: New AI Design for Wesnoth 1.7
- Replies: 51
- Views: 19312
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 ...
- July 17th, 2007, 4:41 pm
- Forum: Ideas
- Topic: Ordering the Recruit Dialog (was Spearmen)
- Replies: 13
- Views: 3519
is your friend.http://www.wesnoth.org/wiki/WesnothManual wrote: ctrl-shift-r Repeat last recruit
- July 13th, 2007, 3:44 pm
- Forum: Ideas
- Topic: New Trait: Wise (or something along those lines)
- Replies: 44
- Views: 9595
- July 11th, 2007, 7:23 pm
- Forum: Ideas
- Topic: New Trait: Wise (or something along those lines)
- Replies: 44
- Views: 9595
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...
- July 11th, 2007, 6:27 pm
- Forum: Ideas
- Topic: New Trait: Wise (or something along those lines)
- Replies: 44
- Views: 9595
- July 10th, 2007, 5:43 pm
- Forum: Art Contributions
- Topic: Walking Corpses Renewal
- Replies: 117
- Views: 45783
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...
- June 30th, 2007, 11:01 am
- Forum: Ideas
- Topic: Idea/Question: 3D client for Wesnoth
- Replies: 32
- Views: 8695
- June 29th, 2007, 3:44 pm
- Forum: WML Workshop
- Topic: load_game_failed: ... empty unit
- Replies: 13
- Views: 3885
- June 29th, 2007, 1:04 pm
- Forum: Art Workshop
- Topic: Portrait
- Replies: 14
- Views: 6486
- June 29th, 2007, 12:59 pm
- Forum: Coder’s Corner
- Topic: AI and WML variables?
- Replies: 4
- Views: 2808
- June 28th, 2007, 5:01 am
- Forum: Ideas
- Topic: Texture Recolor
- Replies: 8
- Views: 2624
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...
- June 27th, 2007, 4:09 pm
- Forum: Users’ Forum
- Topic: Necromancer's plague ?
- Replies: 12
- Views: 4781
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...
- June 27th, 2007, 3:54 pm
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 385756
- June 27th, 2007, 1:14 pm
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 385756