Search found 1807 matches
- December 16th, 2021, 12:58 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
I have another new unit idea fir the Arendians. This one is a creature from Welsh lore, the Llamhigyn y Dwr--a giant, man-eating, legless, semi-aquatic, semi-flying toad. I'm no good at picel art, though, so someone else would have to make a sprite, if there's enough interest. But what do you all th...
- December 4th, 2021, 11:07 pm
- Forum: Off-Topic
- Topic: my new book
- Replies: 0
- Views: 6696
my new book
For anyone who may be interested, I have just published a new book. Unlike my previous one, this is a work of non-fiction, specifically comparing the Bible and the Qur'an and arguing that the latter agrees more with the former than most people think. Controversial, I know! Anyhow, here's the link: h...
- November 21st, 2021, 11:54 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
I originally made the Septimander as an optional new unit for the Arendians, but it might also be a good fit with the Cavernei. Personally, I think I prefer Cavernei with bats, but if someone is interested, I could make some files giving the Cavernei Septimanders.
- November 14th, 2021, 1:34 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
And here it is! The Arendian Zombie! Or more specifically, the Hungry Corpse / Fear Gorta!
- November 10th, 2021, 5:24 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
True. They don't really need plague. The curse (slow) attack is closer to the original Irish lore. Thanks for the feedback!
- November 7th, 2021, 11:34 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
I had another idea for a new Arendian unit. First, the motive for all these new unit proposals is that having the horses swim in deep water seems like a bit too much of a stretch to me, so I'd like to find a viable alternative. Anyway, this new unit idea goes back to the Arendians being based on the...
- October 27th, 2021, 6:46 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
I'm taking a bit of a break from my quest for a new Arendian unit, though I do have another idea. In the meantime, here are some files adding Vampire Bats to the Cavernei. Dwarves live in caves, bats live in caves. Why not?
- September 4th, 2021, 1:21 am
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
I haven't implemented that change for the Arendians just becuase I think the faction is more interesting without a dedicated swimmer, but if you want to play with them like that, go right ahead. :) That's the great thing about open source. And I've certainly provided enough variations on the theme!...
- August 25th, 2021, 5:30 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
I haven't implemented that change for the Arendians just becuase I think the faction is more interesting without a dedicated swimmer, but if you want to play with them like that, go right ahead. :) That's the great thing about open source. And I've certainly provided enough variations on the theme!
- August 22nd, 2021, 10:17 pm
- Forum: Faction & Era Development
- Topic: Imperial Era
- Replies: 191
- Views: 64697
Re: Imperial Era
Good to see IE updated for Wesnoth 1.16! Also, I have again revised my proposed Arendian swimmers. I changed the level 1 unit's name to Far Swimmer, removed Submerge from the level 2, gave the level 2 Backstab, and increased both their attack damage. I have also removed the Bowrider's ability to swi...
- July 11th, 2021, 7:18 pm
- Forum: Multiplayer Development
- Topic: Temuchin Khan's maps
- Replies: 65
- Views: 54498
Re: Temuchin Khan's maps - Agaia Redux & Ultima & Midlands
O.K. I have here a new version of Cormoran Island, dubbed Cormoran Island Flux. I have eliminated two villages, an oasis, a dry dirt, a rubble, a cave floor, and a dry grass. In their place, I added one village, five oases, two castle spaces, a sand dune, and a cave path. I also changed one village ...
- July 11th, 2021, 6:53 pm
- Forum: Faction & Era Development
- Topic: Age of Trials v0.3.2 (3 February 2012)
- Replies: 43
- Views: 23902
Re: Age of Trials v0.3.2 (3 February 2012)
Thanks! Glad to see this era back again!
- July 9th, 2021, 3:56 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.15.14 (1.16 Beta 1)
- Replies: 26
- Views: 5155
Re: Wesnoth 1.15.14 (1.16 Beta 1)
Thank you.Celtic_Minstrel wrote: ↑July 7th, 2021, 11:34 pm Hmm, okay. Maybe the bug was that it didn't accept valid input. As a possible quick-fix you can try replacingnil
with{-99,-99}
on that line. It'll be properly fixed in 1.15.15, of course.
- July 7th, 2021, 10:04 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.15.14 (1.16 Beta 1)
- Replies: 26
- Views: 5155
Re: Wesnoth 1.15.14 (1.16 Beta 1)
Hello. I'm experiencing a bug that appears to prevent the experimental AI from recruiting any units at all. The king just sits there until he gets attacked. I'm attaching a screenshot: Open data/ai/lua/generic_recruit_engine.lua and look at line 760. It should look like this: lawful_bonus = wesnoth...
- July 5th, 2021, 12:37 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.15.14 (1.16 Beta 1)
- Replies: 26
- Views: 5155
Re: Wesnoth 1.15.14 (1.16 Beta 1)
Hello. I'm experiencing a bug that appears to prevent the experimental AI from recruiting any units at all. The king just sits there until he gets attacked. I'm attaching a screenshot: