Search found 118 matches

by UK1
February 22nd, 2016, 5:03 pm
Forum: Scenario & Campaign Development
Topic: A Whim of Fate [SP Campaign]
Replies: 130
Views: 37440

Re: A Whim of Fate [SP Campaign]

"What you will not find here: artifacts and tree-like upgrades for heroes' abilities and other RPG-style things. There is no need in these at all."

You, sir, just earned a standing ovation from me.
by UK1
November 30th, 2015, 12:01 am
Forum: Scenario & Campaign Development
Topic: The Desolation of Karlag [Development and feedback]
Replies: 25
Views: 8175

Re: The Desolation of Karlag [Development and feedback]

Okay. I don't know if your other campaigns are done this way, but I really appreciate the absence of early finish bonuses. Here are my thoughts on early finish bonuses: 1: Why make the next level easy/impossible to lose? 2: If the additional gold DOESN'T make the next level easier than you want it t...
by UK1
November 28th, 2015, 4:59 pm
Forum: Mainline Campaign Development
Topic: Secrets of the Ancients (Undead Campaign)
Replies: 196
Views: 61721

Re: Secrets of the Ancients (Undead Campaign)

beetlenaut wrote:
UK1 wrote:I just want to say that I have a very deep appreciation for how dark the writing was.
I put some time into it, so I'm glad you like it!
UK1 wrote:If anyone has a play through of them beating the bandit scenario...
Here is an example on hard.
Thanks, gawgeous.
by UK1
November 26th, 2015, 5:00 pm
Forum: Mainline Campaign Development
Topic: Secrets of the Ancients (Undead Campaign)
Replies: 196
Views: 61721

Re: Secrets of the Ancients (Undead Campaign)

Played this campaign all the way through again. My opinions on the bandit scenario remain unchanged. Tried all the things people suggested but to no avail. Had to resort to the same tactic of preying on my knowledge of how the AI responds to things and playing bat-keepaway. I often fall into a hole ...
by UK1
October 2nd, 2015, 12:11 am
Forum: Writers’ Forum
Topic: Li'sar's Characterization in HttT (Spoilers)
Replies: 149
Views: 26182

Re: Li'sar's Characterization in HttT (Spoilers)

Actually, Wesnoth elves are quite different from Tolkien elves. They're not immortal, for one, as I recall (though I suppose I could be wrong about that- I don't recall a source). Also, the multiplayer factions have very little to do with the campaign stories, and to the best of my knowledge, no el...
by UK1
September 29th, 2015, 2:11 am
Forum: Writers’ Forum
Topic: Li'sar's Characterization in HttT (Spoilers)
Replies: 149
Views: 26182

Re: Li'sar's Characterization in HttT (Spoilers)

About elves being free spirited and less organized... is that actually supported by existing campaigns? It seems like a generalization one might make about elves, but I'm not sure the evidence actually supports it. And a council isn't necessarily less authoritarian than a monarchy. A small council ...
by UK1
September 29th, 2015, 1:59 am
Forum: Scenario & Campaign Development
Topic: can anyone recommend a campaign with ageless era factions?
Replies: 4
Views: 1217

Re: can anyone recommend a campaign with ageless era faction

Well, the thing is Ageless is composed of a bunch of different eras and they kind of try to balance them together. Which is not always easy. So there's no "Ageless" campaign, but there are campaigns for a bunch of the non-default eras IN Ageless. Velensk's campaigns come to mind, but beginners are n...
by UK1
September 29th, 2015, 1:35 am
Forum: Strategies & Tips
Topic: Which faction fits aggressive play?
Replies: 6
Views: 5340

Re: Which faction fits aggressive play?

Sorry if this is a gravedig, but I've thought about this myself. Depends on your definition of aggressiveness. I guess if I'm defining aggressiveness by factions that rely on decisive offensives, I'd have to rank them: 1: Drakes 2: Undead* 3: Loys 4: Rebels 5: Orcs 6: Knalgans *In many 1v1 maps and ...
by UK1
September 23rd, 2015, 7:40 pm
Forum: Scenario & Campaign Development
Topic: Dwarven fortress
Replies: 8
Views: 2474

Re: Dwarven fortress

Hi UK1, You're right - I didn't phrase the last part of my post very well. You didn't insult anyone, I just felt like you could have written your criticism in a more positive way even if you didn't like the scenario. What I meant to say is that I don't think playing the first 8 turns of a scenario ...
by UK1
September 23rd, 2015, 1:39 pm
Forum: Scenario & Campaign Development
Topic: RELEASE: Coming of the Storm - v0.3.2- 10.07.2020
Replies: 534
Views: 98007

Re: RELEASE: Coming of the Storm - v1.3.4

Same issue as above poster. Sir Calias or whatever suicides T7. It's absurd lmao. I'm not going to even tell you how to fix it because there are two or three very obvious methods of doing so and you're obviously not stupid or a bad coder. But you need to fix it because it's incredibly frustrating. W...
by UK1
September 22nd, 2015, 10:32 pm
Forum: Scenario & Campaign Development
Topic: Dwarven fortress
Replies: 8
Views: 2474

Re: Dwarven fortress

Here is my 1.12 replay on hard, no saveloading. Finished turn 45. There is no turn limit so no need to rush. Try to hold the northwest villages - you need the income. Try to level a druid ASAP, and sorceresses because they are the only units who can kill death knights. Keep the mermen alive and lev...
by UK1
September 20th, 2015, 4:45 pm
Forum: Scenario & Campaign Development
Topic: Dwarven fortress
Replies: 8
Views: 2474

Re: Dwarven fortress

Sorry to gravedig a bit, but I just started this campaign on 1.12. Seems laughably unbeatable imo. The poison and slowness curse happening to all your units with regularity is pretty unreal. And if we only needed to defend the fortress or whatever, that MIGHT be fine, but the fact that we need to sa...
by UK1
January 30th, 2015, 4:29 am
Forum: Multiplayer Development
Topic: New campaign: Return from Captivity, for 2 players
Replies: 71
Views: 28684

Re: New campaign: Return from Captivity, for 2 players

Hey, so my boyfriend and I are playing through RfC. This wasn't my first rodeo with RfC. I'd played through it before with a friend when I knew WAY less about Wesnoth than I do now (but could still be considered decent or at least above average) so I thought it would be a breeze. The first three sce...
by UK1
June 22nd, 2014, 3:12 pm
Forum: Multiplayer Development
Topic: ANNOUNCEMENT: 4player Map Contest and Overhaul!
Replies: 58
Views: 23599

Re: ANNOUNCEMENT: 4player Map Contest and Overhaul!

There's one technical detail I'd like to point out for sides 3&4: if their leader decides to capture the cave village, they won't be able to reach their second castle, unless they have 6 mp. I'd make it so that the second keep is either unreachable, or reachable for both slow and fast leaders. I ac...
by UK1
June 21st, 2014, 11:25 pm
Forum: Multiplayer Development
Topic: ANNOUNCEMENT: 4player Map Contest and Overhaul!
Replies: 58
Views: 23599

Re: ANNOUNCEMENT: 4player Map Contest and Overhaul!

Velensk wrote: snippety
What would you think if I headed in this sort of direction:
Delta4_02.png