Search found 238 matches

by peet
November 29th, 2009, 6:33 am
Forum: Faction & Era Development
Topic: minotaur era It's ending.... for now
Replies: 28
Views: 3879

Re: minotaur era comments wanted

It looks like it will work. It should be really easy to test. OK, here's the base stats for your unit: HP: 30 MP: 5 XP: 30 Cost: 15 melee (lance): 10-2 charge, drain This is a very powerful unit, particularly for only 15 gold. If the other units in this era will also be high-powered, that's okay, bu...
by peet
November 22nd, 2009, 3:58 am
Forum: Faction & Era Development
Topic: minotaur era It's ending.... for now
Replies: 28
Views: 3879

Re: minotaur era comments wanted

Centaurs Archer >> Great Archer---Siege Archer is fine I guess. :D Scout >> Outrider [These guys have gotta be the fastest race ever] Carouser >> War Chanter >> Hoof Drummer [shock troopers and maybe leaders] Chiron >> Sagittarius [special guardian unit] I love the idea of a Centaur faction and if ...
by peet
November 19th, 2009, 5:40 pm
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

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

OK, here's the spirit unit tree. It includes a new leveling option from the Ghost, which is the "Void Spirit." I saw the sprites in someone else's incomplete faction and decided that I had to have units that looked like that. Here's the description of the Void Spirit: After feeding off the life forc...
by peet
November 19th, 2009, 6:14 am
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

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

OK, here's the skeleton race tree. It's the biggest one. Note that the Skeleton Rider can be leveled from the Skeleton, but it can also be purchsed separately. I'm thinking that I'll have the ones that leveled from a Skeleton be slightly more powerful, but I haven't implemented that yet. Also, the F...
by peet
November 17th, 2009, 7:46 pm
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

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

I think the Brain Eater line is way too weak! 10-2=20 max dmg. 7-3=21 mag dmg. Only the upper one is Lv. 2 and the other a Lv. 1. The Brain Eater line is supposed to be weak. That's the price you pay for having what are basically always loyal units. If you want fighting power you get soullesses, bu...
by peet
November 17th, 2009, 5:22 pm
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

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

OK, here's the corpse unit tree. As you can see the basic units are the same, but the WC's go to level 2 and the Ghouls go to level 3. All level 2 corpses have feeding. Also, I added a separate "mindless" like for the WC's. The main difference is that while less powerful they also require no upkeep....
by peet
November 17th, 2009, 3:51 pm
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

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

This will be interesting to say the least. Are your units just going to be 'revamps' of the originals? And are your corpses (aka Zombies right?) going to retain the plague special? I'm keeping the original units but adding a bunch more leveling options. When I play a campaign I like lots of variety...
by peet
November 16th, 2009, 9:09 am
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

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

Just another abilities/weapon specials list? Actually most of the varitations sound quite generic - so where's the special undead flavour here? Let's see what comes out of this... Wait for it... Basically It will take a while for me to put things together, but these are things I have already implem...
by peet
November 16th, 2009, 8:41 am
Forum: Ideas
Topic: Abilities that should be weapon specials instead
Replies: 11
Views: 1639

Re: Abilities that should be weapon specials instead

That's where we disagree, the specials are linked to the attack : the fact that the ghost has the possibility to drain doesn't allow him to do it in every possible way. We're not necessarily talking about ghouls. We're talking about user-made units. Let's say we are talking about a "Zombie Lord" un...
by peet
November 13th, 2009, 7:54 am
Forum: Faction & Era Development
Topic: Expanded Undead faction mod (Not For Mainline!!)
Replies: 51
Views: 11424

Expanded Undead faction mod (Not For Mainline!!)

When I play through a campaign I like to add more variety in the units. So when I started playing Descent into Darkness I decided I would add a variety of custom undead units. I came up with a variety of new specials and abilities for some of these units, so I thought I'd start by posting those here...
by peet
November 13th, 2009, 7:19 am
Forum: Ideas
Topic: Abilities that should be weapon specials instead
Replies: 11
Views: 1639

Abilities that should be weapon specials instead

I've been thinking about the Feeding ability, and it's occurred to me that it should be a weapon special, not an ability. After all, you might want to make a unit that had a Bite attack with feeding, and a Lightning Bolt attack that did not have feeding. Makes sense, right? Attacks that result in th...
by peet
November 13th, 2009, 6:53 am
Forum: WML Workshop
Topic: Some starting help to update an old mp campaign
Replies: 6
Views: 1255

Re: Some starting help to update an old mp campaign

The tag [unit] is no longer used to describe a unit type. You have to use [unit_type]. If you don't, none of your custom units will be recognized by the game. There are a couple others too: "advanceto" becomes "advances_to" "[attack_filter]" becomes "[filter_attack]" "unit_description" becomes "desc...
by peet
August 27th, 2009, 7:43 pm
Forum: Technical Support
Topic: HttT: Crossroads 1.7.3
Replies: 11
Views: 1378

Re: HttT: Crossroads 1.7.3

Whoa, slow down. If you want "customer service skills" perhaps you should pick up a game where you are actually a customer. That means you paid for the game and the people who make it are paid to answer questions like this. But Wesnoth is a free game and everyone who works on it is a volunteer. They...
by peet
August 2nd, 2009, 8:44 pm
Forum: WML Workshop
Topic: Question about 'variations' (i.e. WC's & Soullesses)
Replies: 4
Views: 607

Question about 'variations' (i.e. WC's & Soullesses)

I'm wondering some things about 'variations' of WC's and Soullesses.

1. Can I use variation_name=xxx when placing a unit on the map?

2. Is there a way to allow the recruiting of a specific variation of WC/Soulless instead of the default version? Or do I have to do up a custom unit to do that?