Search found 201 matches

by Angry Andersen
January 5th, 2008, 4:43 pm
Forum: Ideas
Topic: Removing scenario turn limits
Replies: 63
Views: 11142

Here's my attempt at summarizing the previously mentioned good ideas and some own thoughts: I think there are 3 main properties a new "carryover / turn-limit" - rule should have: a) simplicity (easy to understand) b) generality (used in the same way in most scenarios) c) compatibility (......
by Angry Andersen
December 20th, 2007, 12:10 pm
Forum: Ideas
Topic: Direwolf Rider retaliation
Replies: 16
Views: 4666

I received no reply from Rusty so far. While the point is minor as it only affects one unit in mainline, I think that the Direwolf Rider looses much of it's utility and uniqueness because the wrong retaliation attack is chosen much of the time. One of the main incentives to go for Goblin Knight inst...
by Angry Andersen
December 20th, 2007, 11:57 am
Forum: Ideas
Topic: Players Ranking System
Replies: 28
Views: 4672

I posted a thread on this topic some months ago:

http://www.wesnoth.org/forum/viewtopic.php?t=17732
by Angry Andersen
December 20th, 2007, 11:54 am
Forum: Ideas
Topic: Great Mage suggestion
Replies: 128
Views: 28568

As long as the Mage has a choice of at least one option with no power reduction in any field (e.g. the ordinary 3HPs) no RIPLIB occurs. A RIPLIB problem would therefore only exist if the Mage was forced to choose the Melee Attack with less damage at some point. Back to the main topic: I think we hav...
by Angry Andersen
December 13th, 2007, 12:24 pm
Forum: Ideas
Topic: Direwolf Rider retaliation
Replies: 16
Views: 4666

I mailed rusty to see what his opinion is. I know how to program and would post the patch, but so far I don't use c++ and I have no knowledge of the BfW-code, so even a minor change would take me ages. Therefore I'm trying to develop this to the point of a working algorithm and hope that someone els...
by Angry Andersen
December 13th, 2007, 12:05 pm
Forum: Scenario & Campaign Development
Topic: Flight to Freedom (drake campaign)
Replies: 792
Views: 218809

Great Campaign! I really like the graphics and other details. I played through the alternate path (killing horses and escaping on lvl1) on 1.3.12. I think the ending is a bit odd and a bit too early (I fell like I never had enough time to experiment with all the different varieties of units, esp. th...
by Angry Andersen
December 13th, 2007, 11:53 am
Forum: Ideas
Topic: a Battle formation system
Replies: 18
Views: 4028

Formation movement is, as noted above, really complicated. I think this question is one step too far in the future. Currently, improving the algorithm for moving multiple units with long waypoints is probably more promising. Once clever routines have been developed for this, they might be useful for...
by Angry Andersen
December 13th, 2007, 11:46 am
Forum: Ideas
Topic: Orange/Red
Replies: 23
Views: 5370

Looking at it numerically, these appear to be the 9 colours that are farthest from each other. You're probably thinking that the most true "numerical" representation of color is RGB, which isn't the case. A lot of our blue/green color area overlaps. The most truly numerical representation...
by Angry Andersen
December 13th, 2007, 11:34 am
Forum: Strategies & Tips
Topic: Which units you like to build in campaings?
Replies: 16
Views: 5444

I prefer Lancers and Silver Magi. Extremely deadly combo. ...on levels where assassination is viable. But Silver Magi have lost a bit in the development version since many units have that formerly dealt cold damage now deal arcane damage (i.e. 50% resistance vs. 20% resistance) :-( Otherwise I agre...
by Angry Andersen
December 13th, 2007, 11:27 am
Forum: Strategies & Tips
Topic: Northern Rebirth
Replies: 33
Views: 7928

I played this campaign on 1.2.7. In that version footpads are not available, so poachers are the unit of choice against the trolls on lvl2, while you need thugs against the skeletons. On later levels I relied heavily on Dwarves, as they are much better against skeletons than thugs or poachers. It se...
by Angry Andersen
December 12th, 2007, 2:46 pm
Forum: Mainline Campaign Development
Topic: Northern Rebirth
Replies: 194
Views: 326693

I think you should be allowed to move on, even if they are killed. But a brief message suggesting that things will be much harder without them might be a good idea.
by Angry Andersen
December 11th, 2007, 8:11 am
Forum: Scenario & Campaign Development
Topic: Campaign: Scholar, Teacher, Fighter, Leader
Replies: 18
Views: 5680

The story sounds great, a 'multidivergent' system might be very interesting and the art so far looks really good! Concerning the map: It looks a bit uniform in some ways, e.g. mainly large patches of grassland or forest with no hills, mountains or swamps. This would be nice for novice players as it ...
by Angry Andersen
December 11th, 2007, 7:51 am
Forum: Ideas
Topic: Direwolf Rider retaliation
Replies: 16
Views: 4666

Right, so the correct formula should be: Conventional Damage (based on number of attacks, damage per attack, chance to hit, resistance, ToD and slowing) + Extra Damage for Poisonous attacks: 0 if attacker is already poisoned or cannot be poisoned (e.g. undead) OR min(8, attacking units HP - 1) * %ch...
by Angry Andersen
December 6th, 2007, 4:15 pm
Forum: Ideas
Topic: Direwolf Rider retaliation
Replies: 16
Views: 4666

OK, let's put this in a simple formula, which can then be used or ignored by the developers as they please: As far as I understand, the current algorithm already estimates the average damage based on: number of attacks, chance to hit, resistance, ToD and possibly effects (slowing) For attacks with p...
by Angry Andersen
December 6th, 2007, 3:59 pm
Forum: Faction & Era Development
Topic: Substantially different game using Wesnoth rules?
Replies: 36
Views: 8177

There is a huge difference between 50% and 25%. Why not use smaller differences to ensure your strength-principle (heavy vs. light units) stays intact while keeping some influence of terrain? So instead of 60% / 40% / 20% limit the values to 50% / 40% / 30%. Of course magic attacks and marksmanship ...