Search found 201 matches
- January 5th, 2008, 4:43 pm
- Forum: Ideas
- Topic: Removing scenario turn limits
- Replies: 63
- Views: 11142
- 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...
- December 20th, 2007, 11:57 am
- Forum: Ideas
- Topic: Players Ranking System
- Replies: 28
- Views: 4672
- 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...
- 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...
- 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...
- 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...
- December 13th, 2007, 11:46 am
- Forum: Ideas
- Topic: Orange/Red
- Replies: 23
- Views: 5370
- 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...
- 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...
- December 12th, 2007, 2:46 pm
- Forum: Mainline Campaign Development
- Topic: Northern Rebirth
- Replies: 194
- Views: 326693
- 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 ...
- 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...
- 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...
- 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 ...