Search found 238 matches

by peet
July 30th, 2009, 4:21 pm
Forum: Ideas
Topic: Terrain Suggestion - forested hills
Replies: 3
Views: 517

Re: Terrain Suggestion - forested hills

Oh... sorry!

I have yet to encounter them in any campaign I have played, but I guess most of those maps were done prior to its addition.

A Mod can lock this thread, then.

Thanks,

Peet
by peet
July 30th, 2009, 3:38 pm
Forum: Ideas
Topic: Terrain Suggestion - forested hills
Replies: 3
Views: 517

Terrain Suggestion - forested hills

OK, we can have hills and forests that are also tundra. This makes perfect sense. As I understand it, when a unit moves there you use the poorer movement rate but the better defense of the two. What about hills with trees on them? The trees would have to be sparse so you could see the fact that ther...
by peet
July 30th, 2009, 3:33 pm
Forum: Ideas
Topic: Castle Separations
Replies: 17
Views: 1660

Re: Castle Separations

You could also have a castle terrain tile that was a nonrecruitable tile. Make a separate terrain code for it but use the same graphics.

Peet
by peet
July 30th, 2009, 2:14 pm
Forum: Strategies & Tips
Topic: Campaigns: Quantity v Quality of Units
Replies: 20
Views: 3765

Re: Campaigns: Quantity v Quality of Units

In a long campaign like HttT there's room to level lots of units, and you will need a variety of units to survive. For example, later on you start getting Dwarves and these are pretty important to level up. I also notice that you don't have any outlaws so I assume that from the Bay of Pearls you did...
by peet
June 9th, 2009, 4:47 am
Forum: Faction & Era Development
Topic: One Move Per Turn Era 0.5
Replies: 5
Views: 992

Re: One Move Per Turn Era 0.5

One balancing issue here will be that some factions specialize in cheap but expendable units. One advantage of this is that you would be able to make many moves at a time. So they lose this advantage in a one move per turn game. This means that overall a side with a few powerful but expensive units ...
by peet
June 7th, 2009, 9:45 pm
Forum: Faction & Era Development
Topic: Animals Faction/Era
Replies: 2
Views: 974

Animals Faction/Era

I've been playing around with a variety of things lately and it occurred to me that an add-on that contained a collection of animal units could be very useful for campaign designers (myself included). Fantastic monsters will probably not be included but could form a separate add-on. My first step is...
by peet
June 6th, 2009, 12:53 pm
Forum: WML Workshop
Topic: Need help creating custom trait
Replies: 16
Views: 1455

Re: Need help creating custom trait

I'm not an expert, but I think you need to do:

Code: Select all

[not]
    terrain=*C*,*K*,Uu,*^V*
[/not]
rather than:

Code: Select all

terrain=[not]*C*,*K*,Uu,*^V*[/not]
Peet
by peet
June 6th, 2009, 12:06 am
Forum: WML Workshop
Topic: Immunity to plague, and spoofing the help pages
Replies: 6
Views: 661

Re: Immunity to plague, and spoofing the help pages

I agree with your idea. Unfortunately, Poison, Drain, and Plague all check to make sure the unit does not have the status "not_living." However, this is not a WML filter - it is hard-coded into the game. I would personally prefer they each be handled separately so that you could code each independen...
by peet
June 5th, 2009, 10:16 pm
Forum: Technical Support
Topic: Wesnoth 1.5.5 on Windows 98 SE
Replies: 11
Views: 2222

Re: Wesnoth 1.5.5 on Windows 98 SE

Any thoughts on this one? Still stuck. Version 1.7 has the same problem.
by peet
June 5th, 2009, 9:39 pm
Forum: WML Workshop
Topic: Need help creating custom trait
Replies: 16
Views: 1455

Re: Need help creating custom trait

You could probably do a regeneration ability that has a negative value but only works in certain areas and times. You can use this to filter the effect to only work during the day: [filter_self] [filter_location] time_of_day=lawful [/filter_location] [/filter_self] Look at the code for the Concealme...
by peet
June 5th, 2009, 9:33 pm
Forum: WML Workshop
Topic: Immunity to plague, and spoofing the help pages
Replies: 6
Views: 661

Re: Immunity to plague, and spoofing the help pages

Yeah, it seems like you can do a ton of stuff with events, though it seems kind of ugly.

Of course perhaps I could do a variant of the plague ability with a filter to exclude specific unit types.

Anyone have any ideas about issue #2?

Peet
by peet
June 3rd, 2009, 6:44 pm
Forum: WML Workshop
Topic: Immunity to plague, and spoofing the help pages
Replies: 6
Views: 661

Immunity to plague, and spoofing the help pages

Hi folks. I'm back after a long hiatus. I'm working on a mod and at the moment I have two questions: 1. Is it possible in unit WML to make a unit immune to the plague special, without making the unit undead or non-living? I'd like poison and drain to still work, just no reanimation as WC's, etc. - p...
by peet
May 29th, 2009, 3:07 pm
Forum: Descent into Darkness
Topic: Scenario Review: DiD 12 - Endless Night
Replies: 72
Views: 33388

Re: Scenario Review: DiD 12 - Forever and Ever, Amen

(1) What difficulty level and version of Wesnoth have you played the scenario on? Easy - 1.45 (2) How difficult did you find the scenario? (1-10) Not really rateable in a normal way since the difficulty keeps increasing. It wasn't until the fifth or sixth foolish hero that it became difficult, than...
by peet
May 10th, 2009, 1:44 am
Forum: Technical Support
Topic: Wesnoth 1.5.5 on Windows 98 SE
Replies: 11
Views: 2222

Re: Wesnoth 1.5.5 on Windows 98 SE

Had problems with 1.6.1 and 1.5.14 so I thought I'd look here to see if someone had the same problem. I'm running Windows 98 on an AMD Athlon 1800+ with 512 MB of ram with an Nvidia Geforce FX 5200 video card. After installing KernelEx the game itself works. I've got four problems (1 solved, 1 ignor...
by peet
October 18th, 2008, 1:00 pm
Forum: Multiplayer Development
Topic: Changes to the Goblin Spearman
Replies: 17
Views: 1943

Re: Changes to the Goblin Spearman

The weird thing about this is that it gives the base goblin spearman the same offensive power as the orc grunt. Not sure how I feel about that.

Peet