Search found 240 matches
- November 7th, 2005, 8:19 pm
- Forum: Faction & Era Development
- Topic: New "wild elf" faction
- Replies: 484
- Views: 96154
- November 7th, 2005, 8:18 pm
- Forum: Ideas
- Topic: Health-related ideas
- Replies: 9
- Views: 2194
- November 7th, 2005, 8:14 pm
- Forum: Users’ Forum
- Topic: Difficulty levels and unit advancement
- Replies: 14
- Views: 3330
Scott, I'm not sure I fully understand the distinction you're making. I understand the metaphor, though I'm not sure I understand its connection to the campaign difficulty levels. Is a XP or damage modifier the best way to change the difficulty when your campaign is of the first type? Your first typ...
- November 7th, 2005, 8:08 pm
- Forum: Ideas
- Topic: Health-related ideas
- Replies: 9
- Views: 2194
Re: Health-related ideas
1) an attack which does damage proportional to the attacker's current HP (so it does full damage at full HP... resilient doesn't increase the total damage). Could be magical, could be brute strength. Would do okay on a troll variant, let's say. As you pepper it with arrows, it is weakened and you c...
- November 7th, 2005, 6:40 pm
- Forum: Faction & Era Development
- Topic: New "wild elf" faction
- Replies: 484
- Views: 96154
- November 7th, 2005, 6:38 pm
- Forum: Users’ Forum
- Topic: Difficulty levels and unit advancement
- Replies: 14
- Views: 3330
- November 7th, 2005, 6:34 pm
- Forum: Users’ Forum
- Topic: Difficulty levels and unit advancement
- Replies: 14
- Views: 3330
In campaigns, the experience modifier can be set to any value, meaning that it would be easy to have, for example, the xp requirements at 75% on easy, 100% on normal and 125% on hard. I'm not sure if this is used in any campaigns, though. It sure would be a very effective and simple way of affectin...
- November 7th, 2005, 6:32 pm
- Forum: Faction & Era Development
- Topic: New "wild elf" faction
- Replies: 484
- Views: 96154
- November 7th, 2005, 6:31 pm
- Forum: Ideas
- Topic: Player identifiable map labels
- Replies: 15
- Views: 2609
It might be quicker to add a debug command :delabel to remove current labels and prevent new ones. It would be quicker to code and quicker to resolve conflicts in-game. Rather than make a big production about labels within a game, it just removes them and everyone can keep playing without having a ...
- November 7th, 2005, 5:36 pm
- Forum: Ideas
- Topic: Player identifiable map labels
- Replies: 15
- Views: 2609
Player identifiable map labels
I very much like how players can create map labels in multiplayer games. It's good for communication, it's good for atmosphere (in one game of hexcake all six players named their castles, villages, rivers, etc.), and it can be funny (creating dialogue for units on the map, one favorite being "T...
- November 7th, 2005, 4:19 pm
- Forum: Technical Support
- Topic: How to switch apps with Wesnoth running?
- Replies: 3
- Views: 924
- November 7th, 2005, 4:17 pm
- Forum: Ideas
- Topic: Random stuff
- Replies: 17
- Views: 4386
usually people complain that wesnoth is too random, not the opposite :wink: Heh... :) For me, the randomness in campaigns that gets me isn't the attack rolls (which most people seem to complain about). It's little things, like what the AI builds. I played the first scenario of HttT over twenty time...
- November 7th, 2005, 4:11 pm
- Forum: Faction & Era Development
- Topic: The Dark Elves
- Replies: 465
- Views: 107606
- November 7th, 2005, 4:11 pm
- Forum: Ideas
- Topic: Trait suggestion: Pestilence
- Replies: 40
- Views: 7234
- November 7th, 2005, 4:09 pm
- Forum: Users’ Forum
- Topic: Printable manual?
- Replies: 17
- Views: 4169