Search found 293 matches

by Yomar
December 27th, 2013, 2:34 pm
Forum: Users’ Forum
Topic: Strange units
Replies: 19
Views: 3563

Re: Strange units

There used to be a note about the dwarves' movement in the help system. Pretty much like Velensk said, it said that dwarves are strong enough and sturdy enough to just crash through the undergrowth in the forest without losing speed or getting injured. I can't find that information any more, but th...
by Yomar
December 26th, 2013, 12:15 am
Forum: Users’ Forum
Topic: Command ability dammage increase
Replies: 7
Views: 1085

Re: Command ability dammage increase

Thx for the explanations guys. :)
by Yomar
December 25th, 2013, 11:38 pm
Forum: Users’ Forum
Topic: Command ability dammage increase
Replies: 7
Views: 1085

Re: Command ability dammage increase

No the enemy had no resistances, and when I hover the mouse pointer over the spearman, it says that he inflicts 14 points of dammage.
by Yomar
December 25th, 2013, 11:32 pm
Forum: Users’ Forum
Topic: Command ability dammage increase
Replies: 7
Views: 1085

Re: Command ability dammage increase

Ok today I tried out the game using a general as a leader, then I summoned a spearman near him at day time, since the general is of lv.3 and the spearman of lv.1 he should add a bonus of 25% + 25% resulting in a total bonus of 50%. Now considering that the spearman had the strong trait he was able t...
by Yomar
December 25th, 2013, 6:22 pm
Forum: Users’ Forum
Topic: Command ability dammage increase
Replies: 7
Views: 1085

Command ability dammage increase

Ok from what I read regarding the command ability a Genearal (lv.3 unit) for example should allow to a strong spearman (lv.1 unit) to do 15 points (50% dammage increase) of dammage, but from what I remember he allows im to d only 12 like he does with the help of a Lieutenant (lv.2 unit) (25% dammage...
by Yomar
December 25th, 2013, 3:26 pm
Forum: Users’ Forum
Topic: Strange units
Replies: 19
Views: 3563

Re: Strange units

Of course the game can only be "realistic" as a fantasy game can be, and having only 4mp and spending 2 to cross a forest can be a bit frustrating, but HI often has to confront with that problem, but dwarves Not, true loyals have other faster units, but dwarves too, actually their fast units can cro...
by Yomar
December 25th, 2013, 12:28 am
Forum: Users’ Forum
Topic: Strange units
Replies: 19
Views: 3563

Strange units

I noticed that the paladin's arcane attack is Not magical, but his sword icon looks magic, I think he is the only unit in the game that has a Not magical arcane attack (at least in the 2 standardt eras). An another thing that I found a bit strange is that dwarves only need 1 mp to cross forest hexes...
by Yomar
December 24th, 2013, 1:31 pm
Forum: Multiplayer Development
Topic: World of Wesnoth (MMORPG add-on project)
Replies: 547
Views: 81816

Re: World of Wesnoth (MMORPG add-on project)

Cool an Wesnoth mmorpg !
This was something missing, can you in future ad Paladin and Ranger classes ? (But a paladin without horse naturally).
I will follow your project frm nw on, because I find it very interresting.
by Yomar
December 23rd, 2013, 8:58 pm
Forum: Multiplayer Development
Topic: Too weak mages ?
Replies: 11
Views: 1414

Re: Too weak mages ?

By Turuk
A bit dated, but not sure if you've ever read through the How To Play wiki entry?
Of course.
by Yomar
December 22nd, 2013, 12:50 pm
Forum: Multiplayer Development
Topic: Too weak mages ?
Replies: 11
Views: 1414

Re: Too weak mages ?

By Turuk are rude in response, and do not help in making your point. As I wrote, I answered in this way only because the earler answer was rude too, and I was a bit bothered that often when I write something ppl keep answering in a rude way, anyawy i meant just to ask if he was a beginner in this ga...
by Yomar
December 21st, 2013, 2:00 pm
Forum: Multiplayer Development
Topic: Too weak mages ?
Replies: 11
Views: 1414

Re: Too weak mages ?

Thank you Velensk, yes I felt those answers a bit rude, I wanted only opinions, not to start an argue, I tried only to bring up logical points, so there will never unit ballancing only because ppl get mad, Its a long time that I play this game, and I just came up with these observations after countl...
by Yomar
December 21st, 2013, 12:19 pm
Forum: Multiplayer Development
Topic: Too weak mages ?
Replies: 11
Views: 1414

Re: Too weak mages ?

By Turuk Factions are balanced against factions, not unit against unit. Noting how a Mage can be killed easily by a number of units is not a strong argument for increasing HP, even by 1. I know, this was repeated a lot of times allready, in fact I was talking of his role in an group strategy, even i...
by Yomar
December 17th, 2013, 5:41 pm
Forum: Multiplayer Development
Topic: Too weak mages ?
Replies: 11
Views: 1414

Too weak mages ?

The mage (present in loyals and rebels factions) has as standard 24 hp, and there are no terrains where he can have more than 60% defence, only castles and mountains, plus he is very expensive (20gp), a weak mage can be killed by just by one strong ork at night, a strong elf at day, one griffin at a...
by Yomar
September 16th, 2013, 6:50 pm
Forum: Coder’s Corner
Topic: WesWorkshop: Wesnoth Unit Editor released
Replies: 5
Views: 2817

WesWorkshop: Wesnoth Unit Editor released

The user sets the unit properties using the GUI of the utility. When all the properties are set, they can be exported to a cfg file, which is readable by the game. Main features: * Create attacks and units for your Wesnoth armies * Reload your saved work from the library * Sign your works: set the f...
by Yomar
August 26th, 2013, 2:05 pm
Forum: Writers’ Forum
Topic: People of color in Wesnoth
Replies: 58
Views: 86806

Re: People of color in Wesnoth

I mean even the D&D games have black people, even dark skinned eleven races like stated in the D&D Dragonlance game.

Here is a link for an image of D&D Pathfinder with some characters, and there are black persons too.

http://paizo.com/image/content/Pathfind ... enFull.jpg