Search found 369 matches
Re: cities
We just represent multiple villages by placing multiple village tiles close together. Having different sizes of village in one hex is overcomplicated and unnecessary to our game mechanics. David But how often do ou see multiple villages next to each other in multiplayer? Anyway it was just a brief ...
Re: cities
well, we need to assume the mapmaker has half a brain. :wink: . The mapmaker just has to calculate the possible income each player can get to make sure it's even and fair... exactly like we do now. The scenraio you just described is exactly like me making a map, giving one player 6 villages, and ano...
cities
What do you think of the idea of there being different sized villages? I don't mean by hex, I mean by income granted. Say 1 type of village gives +2 to a player's income. What if there is another type, lets call it a city, that still takes up only one hex, but gives +3 or +4 income to the player who...
- September 21st, 2008, 4:08 pm
- Forum: Technical Support
- Topic: _main.cfg
- Replies: 15
- Views: 5755
Re: _main.cfg
but what is it? how do I make the _main.cfg for my own scenario? I can't find any mention of it on the wiki so i'm asking here. for example, here is the _main.cfg from HttT: #textdomain wesnoth-httt [textdomain] name="wesnoth-httt" [/textdomain] # wmlscope: set export=no [campaign] id=heir...
- September 21st, 2008, 2:38 pm
- Forum: Technical Support
- Topic: _main.cfg
- Replies: 15
- Views: 5755
_main.cfg
basically, what is it? what do you put in it? where does it go (in relation to a mp scenario)? what does it do? Where can I find all this info (on the wiki)?
- September 17th, 2008, 2:54 am
- Forum: Multiplayer Development
- Topic: Arena Endurance-A survival/RPG
- Replies: 9
- Views: 2420
Re: Arena Endurance-A survival/RPG
Well, here's the next version. I've added a few more spawns that switch sides, along with the other map changes I mentioned earlier. Earworthm: I think there is a way to make that super plague staff, but i'm not sure I want to do that. It would be extremely overpowered... However, one of the weapons...
- September 16th, 2008, 12:35 am
- Forum: Users’ Forum
- Topic: Wesnoth mechanics vs battlefield reality
- Replies: 11
- Views: 4361
Re: Wesnoth mechanics vs battlefield reality
Sauron: I also think wesnoth would be better if it were more realistic (but I also accept it's an impossible to argue for it, so I don't), but believe it or not, I don't think the RNG is what makes it unrealistic. You talk about a confrontation between armies of 5000 soldiers each, but this type of ...
- September 14th, 2008, 10:23 pm
- Forum: Multiplayer Development
- Topic: Arena Endurance-A survival/RPG
- Replies: 9
- Views: 2420
Re: Arena Endurance-A survival/RPG
well, i've changed the map a little and added more villages. in general the changes should make it easier. I'm also making some spawns switch sides and help the player. For example: a thief and a few other criminals beg to be spared. In return, they promise to fight for the players. I think I might ...
- September 13th, 2008, 1:58 pm
- Forum: Users’ Forum
- Topic: why no weapons
- Replies: 5
- Views: 1912
Re: why no weapons
yeah, I figured the reason was something like that. Thanks for the answer.
- September 12th, 2008, 9:50 pm
- Forum: Users’ Forum
- Topic: why no weapons
- Replies: 5
- Views: 1912
why no weapons
I've always wondered: why are the goblin riders in the wolf rider line completely un-armed? it seems that there only purpose is to point the wolves in the right direction, after that they're only baggage. I'm not proposing a change, I'm just curious. Was there a specific reason when wolf riders were...
- September 11th, 2008, 11:58 pm
- Forum: Multiplayer Development
- Topic: Arena Endurance-A survival/RPG
- Replies: 9
- Views: 2420
Re: Arena Endurance-A survival/RPG
thanks for the feedback
well, my only advice is to experiment with different gold amounts and incomes. I'm trying to think of ways to make it easier, but i don't really want to change the spawns that much. Any specific suggestions?
well, my only advice is to experiment with different gold amounts and incomes. I'm trying to think of ways to make it easier, but i don't really want to change the spawns that much. Any specific suggestions?
- September 9th, 2008, 11:39 pm
- Forum: WML Workshop
- Topic: objectives
- Replies: 11
- Views: 2307
Re: objectives
God help me if there's an error in there. There is :P You can't use $variables inside event names, so do this instead: [objectives] <insert crap here> [/objectives] [event] name=prestart [modify_turns] value=54 [/modify_turns] [/event] [event] name=die first_time_only=no [filter] canrecruit=yes [/f...
- September 9th, 2008, 12:49 am
- Forum: WML Workshop
- Topic: objectives
- Replies: 11
- Views: 2307
Re: objectives
hmmm, I checked endlevel and objectives in the WML Reference, but I can't find anywhere where the details are spelled out for me. Is this kind of like what you're talking about? [objective] description=Survive until turn 54 condition=win [event] name=turn 54 [endlevel] result=victory [/endlevel] [/e...
- September 7th, 2008, 11:51 pm
- Forum: Multiplayer Development
- Topic: Arena Endurance-A survival/RPG
- Replies: 9
- Views: 2420
Re: Arena Endurance-A survival/RPG
Ok, I playtested it a little bit and it certainly is hard. there havn't been many changes but i'll list them anyway: -each team gets its own white mage to use as healers. -tiny map changes. -the "crowd", which is just for aesthetics, no longer moves around and wastes time. please people, d...
- September 6th, 2008, 3:20 pm
- Forum: WML Workshop
- Topic: o movement points
- Replies: 2
- Views: 556
Re: o movement points
wow, thanks pandemonium. Thats exactly what I needed to know.