Search found 92 matches

by roadkill
December 18th, 2008, 10:41 am
Forum: Ideas
Topic: Increasing the gaming experience with surprizes
Replies: 14
Views: 1590

Re: Increasing the gaming experience with surprizes

I know I've completed sceptre of fire... but I can't even remember that scenario vaguley (lol). Maby if lava is going to pop up all over the place, potentially fatally it might be good to use narrative license to rule out the recallment of units in the scenario. I think it would be pretty fun one-of...
by roadkill
December 18th, 2008, 10:25 am
Forum: Users’ Forum
Topic: Disabling time limit
Replies: 10
Views: 1878

Re: Disabling time limit

That's a great idea. Either that, or I could just change the turn limit for all of the scenarios to something like 300. Before you go doing that and discover when you get to a scenario which is just a 1 turn long bunch of talking scripts on a scenic map, & then you have to click end turn 299 times ...
by roadkill
December 18th, 2008, 10:08 am
Forum: Ideas
Topic: Official server game list
Replies: 15
Views: 2169

Re: Official server game list

The argument is that it is broken in some way. Hmm well regardless of if it is broken or not in the eyes of any beholder, (I don't think it is btw, as I highlighted in my post). Its certainly not broken enough definantly warrent fixing, because some people think its not that broken or really broken...
by roadkill
December 17th, 2008, 3:19 pm
Forum: Ideas
Topic: Arch Mage / Great Mage Melee-Attack
Replies: 25
Views: 3551

Re: Arch Mage / Great Mage Melee-Attack

Yeh mp balance the GM doesn't matter. But in single player it does... the great mage would arguably (fluff wise) able to take on an army of royal guard by himself (maby not an army maby 10?). But in regards to single player balance you don't want the great mage to be much more favourable than a roya...
by roadkill
December 17th, 2008, 2:54 pm
Forum: Ideas
Topic: Increasing the gaming experience with surprizes
Replies: 14
Views: 1590

Re: Increasing the gaming experience with surprizes

Whole map changing from green to snow, desert, green, lava whatever really... isn't a landmine if the creator knows the scenario will still be acheivable (and not especially difficultely so) after the change. Same as if the map changes half way through the turns randomly to another terrain type (bas...
by roadkill
December 17th, 2008, 2:33 pm
Forum: Ideas
Topic: Make Some leader random-only
Replies: 6
Views: 1356

Re: Make Some leader random-only

People already think random has an advantage over other choices, especially on small maps where the wrong first recruit can make or break you. http://www.wesnoth.org/forum/viewtopic.php?f=3&t=23012 the enemy not knowing what faction you are far outweighs the advantage of having a set faction to use ...
by roadkill
December 17th, 2008, 2:13 pm
Forum: Ideas
Topic: Shifting Elvish Sorceress (and Human Mage) - Racial purity?
Replies: 32
Views: 5613

Re: Shifting Elvish Sorceress (and Human Mage) - Racial purity?

well 3-7 is alot different to 7-3. I'm on both extremes of this. If I see a change I want it to be 100% I don't want to see a rehashed mage, I don't even want to see a very heavily changed mage. I want to see a complete change or none at all. So I vote keep it the same or make it completely differen...
by roadkill
December 17th, 2008, 1:20 pm
Forum: Ideas
Topic: Official server game list
Replies: 15
Views: 2169

Re: Official server game list

yeh if you made it so the screen would have to scroll automatically when new games were made that would be annoying, But if it didn't scroll... new games would be created above where you are looking! Very counter-intuitive (might be why its the way it is). An added bonus is its nice to scroll past t...
by roadkill
December 17th, 2008, 1:10 pm
Forum: Ideas
Topic: Movement/Attacking
Replies: 8
Views: 959

Re: Movement/Attacking

Hmm technically if your GF used her Leader in a turn and it died from a counter attack, she won, because the "You won" came up in her turn. ^^' As for your other idea the problem with that is there would be instances where units couldn't attack others like cretin pointed out, also it would make it s...
by roadkill
December 17th, 2008, 12:38 pm
Forum: Ideas
Topic: Some ideas
Replies: 22
Views: 2835

Re: Some ideas

*edit* sorry its a long one *edit* I like these ideas and can see the benifits for most of them. Assuming very large games where time is tight. 1. Cued Orders One of the less useful ones, but may be useful for early village grabbing. However good players may find other uses for this. Where time is t...
by roadkill
December 17th, 2008, 11:42 am
Forum: Multiplayer Development
Topic: RFC - Speed Wesnoth?
Replies: 11
Views: 1670

Re: RFC - Speed Wesnoth?

Such as this idea? Group Selecting and Follow Orders Yeh something like that (I haven't checked that forum in yonks), I agree those ideas are too rts, the only problem I personally have with big maps is moving my huge trail of units to where they are needed (or rather I'd prefer to use my 300 valua...
by roadkill
December 17th, 2008, 11:17 am
Forum: Multiplayer Development
Topic: What would you look for in an MP campaign?
Replies: 20
Views: 2974

Re: What would you look for in an MP campaign?

I would look for a self-reinforcing-handicap-system. I play different things (not just wesnoth) in on-going formats with my wife alot. One of the things that needs to be done with these is handicapping myself and boosting my wife. We don't really mind her getting obliterated in on-off games, but hav...
by roadkill
December 17th, 2008, 8:45 am
Forum: Users’ Forum
Topic: What's the deal with the time limit?
Replies: 24
Views: 3553

Re: What's the deal with the time limit?

Hmm with more documentation on spawning random enemies and scenario creator could make the scenarios more entertaining with not too much effort. turn 100 spawn 20 knights... not to hard to think of? pretty much guarantees most players will want to get the scenario done by turn 100, or if they accide...
by roadkill
December 17th, 2008, 7:57 am
Forum: Users’ Forum
Topic: Disabling time limit
Replies: 10
Views: 1878

Re: Disabling time limit

I disable the turn limit too, sometimes I like to win a scenario by brute force and attrition, and having no time limit really allows you to play the missions in a different way. Gold farming usually isn't a problem neway, because if you use all your gold and don't deliberalty stall you magically co...
by roadkill
December 16th, 2008, 3:27 pm
Forum: Multiplayer Development
Topic: RFC - Speed Wesnoth?
Replies: 11
Views: 1670

Re: RFC - Speed Wesnoth?

Another simple solution would be to encourage map makers to set default time limits on their maps. Making timed turns the norm rather than the exception would be benificial because then people wouldn't be so adverse to the idea of timed turns. I know when I play small maps I use no timers & large ma...