Search found 238 matches

by peet
March 28th, 2011, 12:49 am
Forum: Ideas
Topic: [engine] Streamline WML code for event-driven abilities
Replies: 7
Views: 1512

Re: [engine] Streamline WML code for event-driven abilities

Of course, this is true. But the point is to try to reduce the WML to something less ugly and manageable. For example, the "feeding" ability has a lot of ugly code and also causes load speed problems when you have a lot of units with feeding in a game. Changing HP totals ought to be a relatively eas...
by peet
March 27th, 2011, 10:57 am
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11423

Re: Expanded Undead faction mod (Not For Mainline!!)

wesnothbum wrote:Bat: Vampire Line & Giant Man Bat Line

Wolf: Werewolf Line & Giant Wolf Beat Line

Zombies: need a slow high def Zombie & tough to kill

Black/Bone Dragon Line: Undead (corrupted Dragon) Single Big Unit
I really have no idea what you're trying to tell me.
by peet
March 26th, 2011, 8:47 pm
Forum: Scenario & Campaign Development
Topic: The Rise and Fall of Arakas - a new Orc campaign
Replies: 18
Views: 4349

Re: The Rise and Fall of Arakas - a new Orc campaign

I find it depressing. Poor orks. :( Orks would be the kind of people who "burn brightly rather than long." Live fast, die young, leave a good-looking corpse, that kind of thing. Orks are visceral and wild, and take pleasue in the moment, rather than planning for the future. That, and they like to f...
by peet
March 26th, 2011, 7:30 pm
Forum: Scenario & Campaign Development
Topic: The Rise and Fall of Arakas - a new Orc campaign
Replies: 18
Views: 4349

Re: The Rise and Fall of Arakas - a new Orc campaign

A few background notes: You will notice in the introduction that there are a few things in the introduction that explain some details of orkish culture. I think these make sense in light of the way orks work in Wesnoth. 1. Orks reproduce in litters. This creates a high birthrate for orks and also e...
by peet
March 26th, 2011, 7:17 pm
Forum: Scenario & Campaign Development
Topic: The Rise and Fall of Arakas - a new Orc campaign
Replies: 18
Views: 4349

The Rise and Fall of Arakas - a new Orc campaign

I've been working on a number of campaign ideas and I've decided to start posting my ideas about them and get some feedback. I have three in particular that I'm storyboarding and I will post dtails on them all. This one is about a young ork who must become a great chief in order to marry a chieftain...
by peet
March 26th, 2011, 5:52 pm
Forum: Art Workshop
Topic: Geographical reconciliation
Replies: 143
Views: 33333

Re: Geographical reconciliation

Is there a particular piece of software you are using to make the map? If so, how can I get a copy?

Thanks,
Peet
by peet
March 26th, 2011, 5:37 pm
Forum: Faction & Era Development
Topic: Under the Big Top - the Circus faction
Replies: 3
Views: 865

Under the Big Top - the Circus faction

I just had a really oddball idea for a rather scewy faction. It wouldn't fit into any of the era concepts but I imagine it could be fun to play. The Circus Faction A faction of units representing people & animals you might find at a circus. Units: Clown : a unit with the DISTRACT ability, and a weak...
by peet
March 26th, 2011, 5:02 pm
Forum: Ideas
Topic: [engine] Streamline WML code for event-driven abilities
Replies: 7
Views: 1512

[engine] Streamline WML code for event-driven abilities

There are quite a number of specials and abilities that are triggered by some event in the game. Some are in mainline, while many others are UMC. Most common is the special that is triggered when a unit successfully hits another, but others are triggered when the unit kills another or is hit itself....
by peet
March 26th, 2011, 4:40 pm
Forum: Ideas
Topic: [special] STUN special from UtBS
Replies: 3
Views: 1658

[special] STUN special from UtBS

I just came across this. One of Kaleh's leveling options is to add the "Stun" special to his attack. Stun causes the enemy to lose his ZOC ability when that unit is hit, until end of turn. Basically it's like a weaker version of Distract because it requires a hit on the enemy to work. I think this i...
by peet
March 26th, 2011, 12:56 am
Forum: WML Workshop
Topic: Changing defense and movement cost values in an [effect] tag
Replies: 3
Views: 816

Re: Changing defense and movement cost values in an [effect]

Okay, that worked! Thanks.

Peet

(You guys can lock this thread)
by peet
March 25th, 2011, 10:14 pm
Forum: WML Workshop
Topic: Changing defense and movement cost values in an [effect] tag
Replies: 3
Views: 816

Re: Changing defense and movement cost values in an [effect]

Thanks... looks like it was a syntax problem then. I'll give it another try and post back.

Peet
by peet
March 25th, 2011, 6:46 pm
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11423

Re: Expanded Undead faction mod (Not For Mainline!!)

So I've been looking over this and am thinking about some updates. Mainly I want to overhaul the way Walking Corpses work. The main change will be adding a "latestrike" special to the WC's attack, which means that it strikes last even when attacking. This makes sense to me because zombies are suppos...
by peet
March 25th, 2011, 6:32 pm
Forum: WML Workshop
Topic: Changing defense and movement cost values in an [effect] tag
Replies: 3
Views: 816

Changing defense and movement cost values in an [effect] tag

Is this possible? I found some effects that changed the resistance values but defense and movement cost clearly don't follow the same syntax. What I want to do is have an AMLA option that allows a character to improve his or her movement and defense in a specific terrain. So the smallfoot unit would...
by peet
April 19th, 2010, 10:47 am
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11423

Re: Expanded Undead faction mod (Not For Mainline!!)

A big part of the reason I designed it this way is that I know the devs are generally against having powerful scout units for a variety of reasons, which are generally sound. I wanted to reduce the Doom Bat's ability as a scout somewhat as it is a pretty decent fighter. That coupled with the AMLA_UN...
by peet
April 18th, 2010, 5:39 am
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11423

Re: Expanded Undead faction mod (Not For Mainline!!)

A unit is not allowed to get weaker in an parametre (here speed) No. A unit is not recommended to get weaker in a parameter. There is nothing that says it's not allowed. This is not for mainline or MP so I don't have to worry about balancing the faction against others. Thematically it fits and them...