Search found 161 matches

by zol
August 16th, 2006, 4:39 am
Forum: Ideas
Topic: Trait Brainstorm: Traitor
Replies: 28
Views: 2758

I can imagine that as an interesting mod of some strategy games. In Wesnoth, it would probably work best as a specific unit type (with some compensating benefits, of course), and only really in a highly customised "era" or campaign. In Wesnoth, unlike, say, Chess or even Stratego, plans are not crit...
by zol
August 15th, 2006, 2:36 pm
Forum: Ideas
Topic: Unit idea: goblin torcher
Replies: 61
Views: 10166

It seems that ghosts do not need offensive power themselves to contribute to the army's offensive power because they allow the player to control the combat matches to their own advantage to a significant degree, effectively acheiving what would normally require additional units.
by zol
August 15th, 2006, 1:40 pm
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6335

But in the name of Science (TM), an experiment recolouring my previous hexes per turn illustration according to defence (or CTBH, JW. They're colours, so read them how you like :) ). xol, Defense and CTBH are the opposite of each other. I was proposing that the number be read differently in the des...
by zol
August 15th, 2006, 1:22 pm
Forum: Ideas
Topic: Cuttlefish with slow
Replies: 19
Views: 2382

Dragon Master wrote:Terrbily horrifying. I vote yes, it would make the cuttlefish an actual monster now. Poison, slow, and 10 attacks seems scary enough for me.
ooh, and plague aura. Don't forget plague aura.
by zol
August 15th, 2006, 12:55 pm
Forum: Ideas
Topic: Cuttlefish with slow
Replies: 19
Views: 2382

Well, they are monsters, so I don't think anyone would object if they had slow in some campaigns and not in others.
Although, you do realise that it will almost certainly not miss.
10 strikes against 20% defence? :mrgreen:
by zol
August 15th, 2006, 12:45 pm
Forum: Ideas
Topic: Roads, Roads, and more Roads
Replies: 49
Views: 4675

I thought the Devs were strongly against fractional move costs? So should players be if they know what's good for them 8) (And multiplying existing values by five in order to get fifths is not much better) If anything, something like a +1 MP effect like those already mentioned would probably be the...
by zol
August 15th, 2006, 9:58 am
Forum: Ideas
Topic: minimap that shows village status
Replies: 25
Views: 3358

Presence vs. absence of the border discriminates perfectly well. The aesthetic/theoretical instinct to make both too similar or easily extensible to other cases doesn't add anything here. Combining borders with tabs is a good idea though. Of course, tabs is another hint that you're imagining a futur...
by zol
August 15th, 2006, 9:30 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6335

I still like this one best so far. But in the name of Science (TM), an experiment recolouring my previous hexes per turn illustration according to defence (or CTBH, JW. They're colours, so read them how you like :) ). First uses a different colour for each 10% step, so that each unit reveals decent ...
by zol
August 15th, 2006, 3:31 am
Forum: Ideas
Topic: minimap that shows village status
Replies: 25
Views: 3358

I know the tabs subjection was rejected by some, but how about tabs with the standar units and village icon that are used in the top most (using the default theme) status bar? (Isn't that what irrevenant just did? I don't understand.) Or what if clicking on those icons already on the top status bar...
by zol
August 15th, 2006, 3:25 am
Forum: Ideas
Topic: minimap that shows village status
Replies: 25
Views: 3358

The problem I would have with this idea is that a coloured border carries no intrinsic meaning. i.e. a player could easily see it, but have no idea what it means. IMO there should definitely be a little icon somewhere. That is true. I have no objection to it being more explicit somehow, provided th...
by zol
August 14th, 2006, 3:52 pm
Forum: Ideas
Topic: Snowy mountains
Replies: 19
Views: 1502

freim wrote:We've had about 473 discussion on the format :).
I hope at least one of them mentioned the distinction between semantic and visual 'types' :P
by zol
August 14th, 2006, 3:03 pm
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6335

At the risk of repeating myself, but with the intention that everyone understands my position - I had originally hoped that the bars would be a useful tool in quickly and simply gaining an overview of the whole table, such as 'typical land-based profile, but bad on hills and good in caves', for exam...
by zol
August 14th, 2006, 5:12 am
Forum: Ideas
Topic: Proposal for new Trait: "Strong Willed"
Replies: 24
Views: 3138

JW wrote:I don't think Thunderers, Grunts, Whelps, Woose, Adepts, or, well, frankly ANYTHING with 2 or fewer strikes is going to like fighting units with this trait very much. :? :? :?
Yikes. Didn't think of that.
JW wrote:Woose
Yikes. Too scary. :o
by zol
August 14th, 2006, 4:38 am
Forum: Ideas
Topic: Proposal for new Trait: "Strong Willed"
Replies: 24
Views: 3138

I can see why it would be interesting, but it doesn't fit the trait guidelines. Unfortunately, I can't remember where I found them, but they basically state, among other things, Traits should not involve conditional behaviour. The mechanism you describe is much more elaborate than changing stats onc...
by zol
August 14th, 2006, 4:12 am
Forum: Ideas
Topic: Unit idea: goblin torcher
Replies: 61
Views: 10166

give the unit 3 melee attacks I think you meant to say "give the unit a melee attack with three strikes." :wink: I have an evil idea :twisted: ... E e e vil ... A lvl0 goblin is either a spearman or a pyro randomly determined on recruitment. Heh, heh. So very, very evil. </lies> Because of the over...