Search found 422 matches

by name
February 11th, 2012, 9:38 pm
Forum: Multiplayer Development
Topic: [mainline] Loyalist Bowman
Replies: 79
Views: 14177

Re: [mainline] Loyalist Bowman

I would recommend trying: Spearman cost increased from 14 to 15. OR Spearman melee reduced from 7-3 to 6-3 Calvaryman cost increased from 17 to either 18 or 19. AND Calvaryman receives either ranged 6-1 or 8-1 crossbow. The idea is to make loyalists just a little more reliant on their diverse/large ...
by name
January 13th, 2012, 4:45 pm
Forum: Website
Topic: [STATUS] Forum/MP server login changes for Wesnoth 1.10
Replies: 12
Views: 14015

Re: [STATUS] Forum/MP server login changes for Wesnoth 1.10

Bah, damn my reading comprehension. :doh:
by name
January 13th, 2012, 5:47 am
Forum: Website
Topic: [STATUS] Forum/MP server login changes for Wesnoth 1.10
Replies: 12
Views: 14015

Re: [STATUS] Forum/MP server login changes for Wesnoth 1.10

I am actually quite saddened to hear wesnoth is abandoning quick and simple access to multiplayer without registration.

I never encountered any troublemakers and have always had positive experiences online.
by name
January 12th, 2008, 8:09 pm
Forum: Ideas
Topic: Ideas on healing attacking and moving
Replies: 47
Views: 6678

It seems you have very strange criteria for what would be an "ability that would add anything to gameplay". Such is often the case with personal opinion. But perhaps a more clear and accurate phrase would have been "ability that would add something to gameplay that is not already cov...
by name
January 11th, 2008, 4:04 am
Forum: Ideas
Topic: Ideas on healing attacking and moving
Replies: 47
Views: 6678

But one has to understand that making a nice coherent game is a lot more than "think of every possible cool idea and throw them all together!" Besides this one, the only other ability that really seemed interesting was the idea to shoot ranged attacks at enemies on non-adjacent hexes. Thu...
by name
January 11th, 2008, 3:26 am
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 21099

While I question the heavy infantry's inability to cross mountain terrain, I really don't think its fighting ability should be called into question. So for those of you who think that heavy infantry is only useful against undead skeletons, I offer a reminder of another situation in which they are qu...
by name
January 10th, 2008, 7:09 pm
Forum: Ideas
Topic: Ideas on healing attacking and moving
Replies: 47
Views: 6678

1.3 is nearing the end of its Dev cycle. When 1.4 is released, the Devs may be open to new ideas for 1.5. That is at most all that I was talking about, I don't expect any major changes anytime soon, I have read all the stickies. I think it would be wise though, to create a pool of interesting abili...
by name
January 9th, 2008, 4:58 pm
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 21099

The point I was making is that there are horses in mainline that go over mountains, and even ones intendedd to be included in mainline. I forgot why that was applicable. We where questioning the realism and gameplay reasons for half the loyalists units being completely unable to cross mountains, wh...
by name
January 9th, 2008, 2:37 am
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 21099

Ugh, I hope not. They are probably a fine addon faction, but from what I have read and seen they make no sense within the mythos of the default factions, seem to have very redundant units amoung the default factions (like they are a loyalist/sylvan hybrid, basically) and are not nearly as intuitive...
by name
January 9th, 2008, 12:41 am
Forum: Ideas
Topic: Ideas on healing attacking and moving
Replies: 47
Views: 6678

guys... this move-attack-move special is already in existence. It was suggested ages ago and is already used in at least one MP era. Yes, but if it is not in mainline then it is still something to discuss and consider. If there are already plans to add it to mainline though, even if not for a coupl...
by name
January 9th, 2008, 12:30 am
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 21099

IIRC, this was meant to go into default at some point. Ugh, I hope not. They are probably a fine addon faction, but from what I have read and seen they make no sense within the mythos of the default factions, seem to have very redundant units amoung the default factions (like they are a loyalist/sy...
by name
January 8th, 2008, 9:54 pm
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 21099

- For elvish horse riders it might some from their background. They are exceptional rider, no other creatures can ride horses as wel as they do. This might explain why they are the only horse riders that can cross mountains. What about Noy's Kalifa? I'm sure only official, default units apply to th...
by name
January 8th, 2008, 9:49 pm
Forum: Ideas
Topic: Ideas on healing attacking and moving
Replies: 47
Views: 6678

The biggest problem this would cause is in single-player, or against undead, because if you were in a scenario where they had no scouts, or you got a few quick horsemen/whatever v. undead (you said this would be best with mounted units, and mounted units usually have 8 or more MP) is that you could...
by name
January 8th, 2008, 5:12 pm
Forum: Ideas
Topic: Ideas on healing attacking and moving
Replies: 47
Views: 6678

An attack would use up your attack, (the game would keep track of the fact that it was used) As far as moving next to a enemy using up movement. Well this ability would need to prevent that too of course. Yea, that's how I thought it worked. I was planning on suggesting this myself a while ago, but...
by name
January 8th, 2008, 4:41 pm
Forum: Multiplayer Development
Topic: Let's make Heavy Infantries useful!
Replies: 134
Views: 21099

Doc Paterson wrote:Image
Okay, I have to admit that is pretty funny. :)