Search found 179 matches

by blackjack
March 20th, 2004, 11:40 pm
Forum: Developers’ Discussions
Topic: A Choice Must be Made
Replies: 14
Views: 2298

I believe that the intention is to make it more difficult to go north, as the northen choice leads to the fiery sword.
by blackjack
March 7th, 2004, 3:56 am
Forum: Strategies & Tips
Topic: Northern Winter
Replies: 14
Views: 4842

I don't think that Northern Winter should be extended to 30 turns.

At most, to 26 or 28, if at all. Otherwise, it's too easy.

The whole points should be that players need to split their forces.
by blackjack
March 7th, 2004, 3:53 am
Forum: Strategies & Tips
Topic: difficult level
Replies: 6
Views: 3067

I don't think it's that difficult. I usually cross the river a few hexes west of the bridge, and then head directly for the open area. Keep some fighters around Konrad. Your allies should be the main force fighting the orcs - your fighters are just there in case there is a "line break". On...
by blackjack
February 29th, 2004, 10:03 am
Forum: Users’ Forum
Topic: Proposed Change to Loyal Units
Replies: 11
Views: 3954

At first I thought that it would be better to stick to the status quo, but then I realized that my playing style (esp. on hard difficulty) requires me to only promote the loyal units, because gold is always short on hard. This change would make the traits more balanced. The advantage of loyal units ...
by blackjack
February 26th, 2004, 3:07 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 0.6.99.4 released
Replies: 43
Views: 16276

The scrolling problem can be solved by tweaking the preferences.

However, the storyboards before each scenario begins looks buggy. The text at the bottom of the screen scrolls too early.

But speed does feel improved.
by blackjack
February 23rd, 2004, 4:07 pm
Forum: Scenario & Campaign Development
Topic: Making "Isle of the Damned" worthwhile
Replies: 27
Views: 10335

Agree that the scenario paths don't need to be balanced. Also Bob the level 2 outlaw is useful. But I find it very hard to kill the 1st lich - basically most of my troops die from his ranged attack. Perhaps I need to recruit more poachers. My current tactic is to recruit some mermen to go south and ...
by blackjack
February 23rd, 2004, 2:53 pm
Forum: Scenario & Campaign Development
Topic: Making "Isle of the Damned" worthwhile
Replies: 27
Views: 10335

So, as it currently stands, if you go to Isle of the Damned, 1. You will not gain the ability to recruit thugs/poachers/ (footpads?) in later levels, but have to recall them (for 20!) gold. 2. You miss out on Moremirmu, and the chance to level up some troops. Here are some suggestions: 1. To allow y...
by blackjack
February 23rd, 2004, 12:39 am
Forum: Scenario & Campaign Development
Topic: Making "Isle of the Damned" worthwhile
Replies: 27
Views: 10335

Playing on medium difficult, it seems extremely difficult to win "Isle of the Damned" by beating both enemy leaders. I haven't played extensively yet (i.e. have only tried twice) but I'm still thinking how I'm going to kill the lich with clubs. Not too tough to hold out to the end, though....
by blackjack
February 22nd, 2004, 1:47 am
Forum: Users’ Forum
Topic: Ambush
Replies: 42
Views: 11865

Agree with posters above that ambush, as currently implemented, is useless. A slight change that could make it much better is that units with ambush cannot be attacked unless they have attacked in the previous turn. I believe that is what it says in the unit descriptions. If the descriptions are not...
by blackjack
February 21st, 2004, 4:13 pm
Forum: Scenario & Campaign Development
Topic: Reworked Sceptre of Fire
Replies: 5
Views: 3011

I'm playing on hard difficulty and I must say that Sceptre of Fire seems almost impossible to complete. Other scenarios were difficult, but through proper tactics they can usually be overcome. But the northern area is usually just flooded with 2/3rd level trolls and it's very difficult to get throug...
by blackjack
February 13th, 2004, 7:16 pm
Forum: Release Announcements, Compiling & Installation
Topic: New MacOSX Version
Replies: 11
Views: 3940

Again: the hp bar is inconsistent. At night, it works most of the time, but will revert to the white bar once in a while. This can occur within the same game.

There does not seem to be a pattern.
by blackjack
February 13th, 2004, 12:58 pm
Forum: Release Announcements, Compiling & Installation
Topic: New MacOSX Version
Replies: 11
Views: 3940

OK, on second try, it looks okay when I started a new campaign.

My previous comments were about my experience with a savegame loaded from 0.6.99.2. But that should not make a difference.

So, to clarify:MacOS X 10.2 is ok.
by blackjack
February 12th, 2004, 4:19 pm
Forum: Release Announcements, Compiling & Installation
Topic: New MacOSX Version
Replies: 11
Views: 3940

For me, the enemies' hp bar changes color now but it is still always the same height. My own units' hp bar remains white and is always full.

on MacOS X 10.2; maybe others will have a different experience
by blackjack
February 11th, 2004, 11:16 am
Forum: Technical Support
Topic: Lost of holy water in Valley of death
Replies: 4
Views: 1916

I am using MacOS X 10.2.7 and I have noticed a related problem. Whenever I save and reload, the holy water disappears. It also disappears when the unit is promoted to the next level. Minor problem though - my personal experience is that the holy water is not worth it - a single unit sent out to get ...