Search found 510 matches

by TL
February 27th, 2009, 9:57 am
Forum: Multiplayer Development
Topic: Heroes' Arena v0.20
Replies: 80
Views: 13879

Re: Heroes' Arena v0.20

Coincidentally, I was just giving this some thought.

New dev versions have a lot of goodies that make this sort of thing a lot easier to build, so this or something like it may be showing up by and by.
by TL
February 27th, 2009, 9:53 am
Forum: Users’ Forum
Topic: Objective game balance: Myth, or falsehood?
Replies: 36
Views: 3242

Re: Objective game balance: Myth, or falsehood?

I just found this, which is sad for me given how much I enjoy this sort of discussion and the fact I more or less started it. I do find the title somewhat leading; "myth or falsehood" rather predetermines what you expect to get out of the discussion. Oh dear heavens, what is this in my cheek? Why, ...
by TL
February 26th, 2009, 6:03 am
Forum: Multiplayer Development
Topic: Raise Saurians' Cold Resistance
Replies: 36
Views: 2808

Re: Raise Saurians' Cold Resistance

It seems like you realize that drake are vastly at disadventage on small maps, but refuse to make a change. Worse yet, it turns out that small maps are not the only balance problem that the MP devs callously ignore. Drakes are vastly at a disadvantage vs. knalgans on maps that consist entirely of n...
by TL
February 25th, 2009, 11:01 pm
Forum: Multiplayer Development
Topic: Raise Saurians' Cold Resistance
Replies: 36
Views: 2808

Re: Raise Saurians' Cold Resistance

First of all: ok, can a drake survive 2 adepts? can a drake (with >38hp) survive a double hit adept plus ANY other undead units? Also, wut is a "damage potential" of a 21g burner on a 16g ghoul in village during day? 7-4 @ 40%, which is not great at 21g but is pretty decent for a non-retaliation at...
by TL
February 25th, 2009, 9:48 pm
Forum: Users’ Forum
Topic: Objective game balance: Myth, or falsehood?
Replies: 36
Views: 3242

Objective game balance: Myth, or falsehood?

(spun off from a mostly unrelated question about balancing variable unit recall costs ) The question: does there exist an objective universal scale of balance such that you could theoretically quantify and measure a game's balance (Wesnoth's, in this case) in relation to a single ideal state of perf...
by TL
February 25th, 2009, 7:40 pm
Forum: Ideas
Topic: [side] recalls=
Replies: 27
Views: 3511

Re: [side] recalls=

The other thing was trying to get is a resolution to the problem of (depending on your standpoint) a trigger to have scenarios adopt it rather than the default cost or to allow the scenario to override the unit-defined recruit cost. This is a concern for me partially because I'm looking at putting ...
by TL
February 25th, 2009, 7:21 pm
Forum: Ideas
Topic: [side] recalls=
Replies: 27
Views: 3511

Re: [side] recalls=

Not really needed. If one would need to adjust the costs for single units, they could just define them when the units are created or do it in some other event, like prestart or advance. Or whatever event in their scenario which is supposed to change the costs. Oh yeah, doy. Not stinking thraight to...
by TL
February 25th, 2009, 6:48 pm
Forum: Ideas
Topic: [side] recalls=
Replies: 27
Views: 3511

Re: [side] recalls=

But there is, theoretically, a magical formula that yields a constellation of values as balanced (I was going to say "relatively balanced," but all balance is relative). If such a thing existed, then first off, it itself would be arbitrary. You freely admit that the magical impossible balance equat...
by TL
February 25th, 2009, 8:35 am
Forum: Ideas
Topic: [side] recalls=
Replies: 27
Views: 3511

Re: [side] recalls=

But I'm having some difficulty envisioning a situation where you'd prefer to define in the unit .cfg file some *other* value independent of the scenario, the level, the recruit cost, or any other such value. "Prefer" is the operative word here. Preferences are funny like that--they don't have to ma...
by TL
February 23rd, 2009, 10:58 pm
Forum: Art Contributions
Topic: Return of the fencer, part deux
Replies: 104
Views: 16780

Re: Return of the fencer, part deux

Face is looking much better, the earlier render had some serious Uncanny Valley-ness going on. Something is bugging me about the left eye (the one shaded by the hat) though. The lid seems a little high, giving a slightly bug-eyed effect there, and come to mention it I'm not sure if it isn't just a s...
by TL
February 23rd, 2009, 1:14 am
Forum: Art Contributions
Topic: Portrait sketches
Replies: 398
Views: 73589

Re: Portrait sketches

I thought the previous helm was pretty nicely done actually. If you gave everything the same range of contrast you'd be in good shape.
by TL
February 22nd, 2009, 6:10 pm
Forum: Multiplayer Development
Topic: gold bonus for the defensive player in PvP game?
Replies: 12
Views: 1425

Re: gold bonus for the defensive player in PvP game?

P1 advantage is generally pretty slim unless you deliberately put in map features P1 can abuse; pretty much any gold bonus for P2 would greatly outweigh the perks P1 has. Usually P1 advantage is negated by tweaking an otherwise symmetric map to be slightly more amenable to P2; often a couple of vill...
by TL
February 22nd, 2009, 1:10 am
Forum: Multiplayer Development
Topic: MP coop campaign: World Conquest
Replies: 92
Views: 22621

Re: MP coop campaign: World Conquest

This is a problem with the current 1.5 build that causes menu issues with large menu lists (theoretically if you have sufficiently high resolution you can get around it). If you stick to the keyboard to scroll up/down you should be OK, but trying to use the mouse on those large sub-menus results in ...
by TL
February 22nd, 2009, 12:49 am
Forum: Art Workshop
Topic: Raytracing green leather
Replies: 13
Views: 5422

Re: Raytracing green leather

Leather "looks" right for armor in good repair (I'm not an expert, but it resembles examples I've seen--although I'm not sure the people constructing those examples were experts either). I'm pretty sure if this was polished dress armor it could get be made much shinier (as in your reference pic, whi...
by TL
February 20th, 2009, 2:13 am
Forum: Multiplayer Development
Topic: MP coop campaign: World Conquest
Replies: 92
Views: 22621

Re: MP coop campaign: World Conquest

I have a terribly untested preliminary version uploaded on the 1.6 campaign server. Note that menus don't work all that well in 1.6 (this seems to be exacerbated by lower resolution), so caveat... uh... dudes that play this-tor. Also I'm not sure what bugs are left lurking in the WML. Quite a lot ha...