Search found 410 matches

by megane
April 24th, 2008, 7:20 pm
Forum: Scenario & Campaign Development
Topic: Experimental Feature: Accuracy
Replies: 11
Views: 3007

Re: Experimental Feature: Accuracy

hmm i dont see how this decreases the influence of luck... The parameter, which says how big the random influence is, is (imo) the variance. A wesnoth uses almost always some binomial distribution (n actions with percentage p to be succesful) this is: v = n*p*(1-p) You see, that the variance is big...
by megane
April 24th, 2008, 5:29 pm
Forum: Faction & Era Development
Topic: The Empire of Sol (Era)
Replies: 13
Views: 2072

Re: Worlds other than Wesnoth?

Devrailis Colandore wrote:I believe Era of Myths is still part of the Wesnoth universe, but is either set in a different time era, different geography or both.
IIRC the current consensus is that the EoM is set long after the Fall, far to the southeast of where Wesnoth was.
by megane
April 24th, 2008, 3:25 pm
Forum: Faction & Era Development
Topic: The Windsong
Replies: 177
Views: 77560

Re: The Windsong

Something like this maybe? :)

:? ...sorry, I'm not feeling it; she looks kinda South-American-guerrilla-girl now. xD
by megane
April 24th, 2008, 3:12 pm
Forum: Users’ Forum
Topic: Random numbers in attacks... and idea
Replies: 28
Views: 3469

Re: Random numbers in attacks... and idea

freddf wrote:Can you give some more details about what exactly this mod do?
http://forum.wesnoth.org/viewtopic.php?f=8&t=20997
by megane
April 24th, 2008, 11:39 am
Forum: Art Contributions
Topic: Dread Bat
Replies: 12
Views: 4091

Re: Dread Bat

:augh: We can't stop here!
by megane
April 24th, 2008, 9:52 am
Forum: Faction & Era Development
Topic: The Windsong
Replies: 177
Views: 77560

Re: The Windsong

I tried redoing the shading on the Seeker's skirt. I suppose I could try making it longer, but there isn't much room as it is.

Also gave the Weaver a hand instead of a blob, in preparation for animating her.
by megane
April 24th, 2008, 7:21 am
Forum: Users’ Forum
Topic: Random numbers in attacks... and idea
Replies: 28
Views: 3469

Re: Random numbers in attacks... and idea

So I stand by my point: it's ridiculous to suggest that because people don't (as most of us *can't*) build a separate variant, we aren't interested in a less-random MP option. And yes, I know, it isn't going to happen. It's like my vote for Ron Paul: he wasn't going to win the republican nomination...
by megane
April 23rd, 2008, 10:39 pm
Forum: Ideas
Topic: Mainline - Default - Rebels - proposal to replace Mages?
Replies: 6
Views: 1544

Re: Mainline - Default - Rebels - proposal to replace Mages?

An era with balanced factions of elves-only, dwarves-only and so on would take a huge amount of work to do well, but it could work rather well if done right. Actually, "racial" factions work fairly poorly. The reason there are Saurians in the Drake faction and outlaws in the Knalgans is so that, in...
by megane
April 23rd, 2008, 9:14 pm
Forum: Faction & Era Development
Topic: The Windsong
Replies: 177
Views: 77560

Re: The Windsong

Velensk: :mrgreen: You're not the only one. They've kind of... gotten out of hand, considering they started off with the Scribe's only-slightly-gigantic hairpins. Ah well, they're nothing if not distinctive. Vendanna: Hmm. Maybe; I'll try messing around with it, it's really hard to get those frickin...
by megane
April 23rd, 2008, 6:24 pm
Forum: Faction & Era Development
Topic: The Windsong
Replies: 177
Views: 77560

Re: The Windsong

:twisted:
by megane
April 23rd, 2008, 6:14 pm
Forum: Faction & Era Development
Topic: The Era of Myths 5.19.0
Replies: 1290
Views: 212667

Re: The Era of Myths: 2 years old, handing over for a while.

lightdragonx wrote:uhhh i think warg is unbalanced because their warrior wolves have the same stats as the orcish grunt but cost five more gold can you either reduce the cost or upgrade the stats please?
Uhm.

Grunt: 5 mp, 9-2 sword.
Warrior Wolf: 6 mp, 10-2 claws.

:?:
by megane
April 23rd, 2008, 6:56 am
Forum: Users’ Forum
Topic: Some questions about some units
Replies: 17
Views: 3464

Re: Some questions about some units

1) "usage" tags (other than "scout")are there only so the ai recruits correctly. I assume they're set that way so that the AI buys a number of them which is more consistent with how useful they are. 2) Yeah, they're alive. They're magically animated, but that doesn't mean they're not living. 3) Beca...
by megane
April 23rd, 2008, 6:52 am
Forum: Art Contributions
Topic: Dread Bat
Replies: 12
Views: 4091

Re: Dread Bat

Neoskel wrote:Um, by mainline i meant core not just campaigns.
Please no, some of us have enough trouble keeping our units alive when Blood Bats are around xD
by megane
April 22nd, 2008, 9:58 pm
Forum: Art Contributions
Topic: Dread Bat
Replies: 12
Views: 4091

Re: Dread Bat

Finally got around to doing the frames for this -.-

In case you're wondering, its wingspan would be around 65 px, or about 10 feet.
by megane
April 22nd, 2008, 3:16 pm
Forum: Technical Support
Topic: I can't edit units
Replies: 6
Views: 894

Re: I can't edit units

/usr/local/share/wesnoth/data/core/units.
Or maybe just /usr/share/wesnoth/data/core/units, depending on your distro.

Also, locate wesnoth would have gotten you this answer a bit quicker.