Search found 154 matches
- February 5th, 2020, 12:40 am
- Forum: Scenario & Campaign Development
- Topic: Single Player campaign overhaul discussion (non-Developers Forum version)
- Replies: 16
- Views: 3912
Re: Wings of Victory 1.0.6 (Drake Campaign for BfW 1.14/1.15)
Dunno if this is the appropriate thread but here’s my opinion. We’ll assume the grand plot was completed and there are other campaigns that won’t fit, do they need a similar rework or be completely removed? If they need a similar rework, would they need new overarching campaign line/series (or integ...
- January 30th, 2020, 11:42 pm
- Forum: Ideas
- Topic: Another Statistical Measure
- Replies: 14
- Views: 8398
Re: Another Statistical Measure
In principle one could say that you want to measure a player's intentions, but measuring intentions is a little...difficult... I thought it could work well with another supporting feature but it’s optional, because recording chance to die/kill is reliant to chance to hit and damage. It'll be suffic...
- January 22nd, 2020, 4:12 am
- Forum: Strategies & Tips
- Topic: How do you sort/classify multiple replays/save file branches from same/different campaigns?
- Replies: 2
- Views: 1323
Re: How do you sort/classify multiple replays/save file branches from same/different campaigns?
It's similar. "branch" := loading anything other than the latest save The name or the new directory would obviously include the starting point of the branch (or if thats clear then not) and potentially the direction/strategy - like scenario name or strategy description. "branch" ...
- January 20th, 2020, 5:44 pm
- Forum: Strategies & Tips
- Topic: How do you sort/classify multiple replays/save file branches from same/different campaigns?
- Replies: 2
- Views: 1323
How do you sort/classify multiple replays/save file branches from same/different campaigns?
Greetings, I’m having trouble on sorting multiple save files due to restarting the campaign from a certain spot (scenario checkpoint?) or start from scratch. The reason I keep these save files/replay is to, watch/save time/(because it’s interesting) and testing other strategies, but it already has g...
- January 14th, 2020, 11:43 am
- Forum: Ideas
- Topic: Another Statistical Measure
- Replies: 14
- Views: 8398
Re: Another Statistical Measure
2. If a unit is generally expected to die (say 90%) and does, then a record of that expectation and fulfillment is made. I think you should record any chance of death (0.0001% or lower but not 0) as your data won’t show the difference (of luck? / skill?) if you kill a unit at lower percentage (even...
- January 4th, 2020, 3:13 pm
- Forum: Ideas
- Topic: Unit Names
- Replies: 23
- Views: 9346
Re: Unit Names
I think even aside from gender, this idea is a bit problematic. Ideally the unit name provides the player with simple means to remember what a unit may do or excel at. I’ve reread his proposal and based on my own interpretation, he wants unit names relative to their given faction/alliance (basicall...
- December 30th, 2019, 3:06 pm
- Forum: WML Workshop
- Topic: Game speed
- Replies: 4
- Views: 1271
Re: Game speed
Delays are due to units needing time to animate their actions. If you skip AI actions and skip combat, it gets quicker and there’ll be no ‘animation’ delay. Though sometimes I encounter delays on other UMC campaigns with skip AI and combat option ticked. Mainly it’s because the unit I have is near i...
- December 14th, 2019, 10:40 pm
- Forum: Writers’ Forum
- Topic: An idea of generic tutorial campaign
- Replies: 16
- Views: 5465
Re: An idea of generic tutorial campaign
The reason why I like generic storyline for tutorial campaign is because it helps you detach yourself when they die and it can work standalone without excess strings attached. Basically the aim was to let the player learn that those heroes will not join you on the main campaign. While creating a spe...
- December 14th, 2019, 12:02 am
- Forum: Writers’ Forum
- Topic: An idea of generic tutorial campaign
- Replies: 16
- Views: 5465
Re: And idea of generic tutorial campaign
I cannot understand what you are speaking about. Guess you speaking about tutorial with Lisar and Konrad. It’s about the first scenario tutorial, some weakness of the first scenario tutorial, the difference between “constricted (one way)” learning vs the real time application after learning with ex...
- December 12th, 2019, 5:15 pm
- Forum: Writers’ Forum
- Topic: An idea of generic tutorial campaign
- Replies: 16
- Views: 5465
Re: And idea of generic tutorial campaign
I think making it team specific tutorial wouldn’t work as there’re too much options. Unit specific tutorial is a ton of work with complicated results that depends on goals (exceptions messes things). Um but generic plot line wouldn’t work on grand design plot unless you intend to show the “effect” o...
- December 2nd, 2019, 6:41 am
- Forum: Ideas
- Topic: Unit Names
- Replies: 23
- Views: 9346
Re: Unit Names
For example the Japanese Samurai is simply known by that name in every language. Based from this (correct me if I’m wrong), you want a profession based name like Pirate Leader converted to Pirate Captain. Basically I think you want "job" names without the "-man". Real world exam...
- December 1st, 2019, 4:28 am
- Forum: Scenario & Campaign Development
- Topic: On SP Scenario Design Principles
- Replies: 2
- Views: 1075
Re: On SP Scenario Design Principles
Hello, I don't consider myself as a expert player, I played some high difficulties with many restarts ... In my opinion, most difficulties are due to AI behavior and map design. When I first started this game, the raw elements of the game haven't sink in yet, but the most important aspect besides AI...
- November 25th, 2019, 11:00 am
- Forum: Ideas
- Topic: Unit Names
- Replies: 23
- Views: 9346
Re: Unit Names
Man is originally gender neutral, so it boils down to whether you want the "-man" out. Gender neutral, gender personality, role concentration, are the potential reasons for removing or personalizing gender specific roles, either with the "-man" or without. The current model someh...
- November 14th, 2019, 6:10 pm
- Forum: Art Contributions
- Topic: Indicating hexes that heal / illuminate / etc?
- Replies: 35
- Views: 14069
Re: Indicating hexes that heal / illuminate / etc?
Hex under effect of Illumination is already indicated, by hex having light-rays graphic, or halo of neighboring unit with the Illuminates ability, even if halo fx is missing you can look at alignment bonus values displayed on the sidebar to determine which hexes have it, when hovering the mouse cur...
- November 14th, 2019, 5:47 pm
- Forum: Ideas
- Topic: more difficulty levels and max gold limit
- Replies: 27
- Views: 7446
Re: more difficulty levels and max gold limit
You could add an extended menu option and then allow more fine-tuned control, including changing statistics of units e. g. decrease their hp by a percentage (similar as to how warcraft 3 handled that). The drawback is that it can make the game more complicated I agree that it can be confusing but, ...