Search found 111 matches
- April 10th, 2011, 8:34 pm
- Forum: Multiplayer Development
- Topic: Balance Ideas (Unit Changes)
- Replies: 186
- Views: 35525
Re: Balance Ideas (Unit Changes)
I wanted to point out that from a KISS perspective, reducing the cavalry physical resistances to match those of the horseman is a very obvious change (if a slight nerf is desired). This is just a 10% change to impact and blade resistance, and still leaves them with good resistances against these dam...
- April 5th, 2011, 12:15 pm
- Forum: Ideas
- Topic: Adding scenario data to statistics dialog
- Replies: 7
- Views: 3242
Re: Adding scenario data to statistics dialog
Here's a UI suggestion: Add a button to the statistics box (there seems to be lots of room in the bottom left) that says "Switch to scenario statistics"; pressing this would switch what the statistics window displays (and be remembered, so if you close it and open it again, it remembers yo...
- March 30th, 2011, 11:19 am
- Forum: Writers’ Forum
- Topic: Help me out with a spelling/grammar correction, please
- Replies: 5
- Views: 1618
Re: Help me out with a spelling/grammar correction, please
Interesting. I think the original is better than most of the suggested fixes, but I (slightly) prefer adding in just the word "it". I think this helps it to read naturally without losing the archaic feel. However, here is a proposal which I think moves it further in the direction of soundi...
- March 28th, 2011, 9:54 pm
- Forum: Multiplayer Development
- Topic: Whisper messages
- Replies: 11
- Views: 2494
Re: Whisper messages
I just tested this: I also get a limit if I try to send a message by double-clicking someone's name.
I don't get any limit, however, by using the /msg (or :msg in game) command.
I don't get any limit, however, by using the /msg (or :msg in game) command.
- March 26th, 2011, 12:40 am
- Forum: Users’ Forum
- Topic: A gentle introduction to multiplayer?
- Replies: 23
- Views: 4230
Re: A gentle introduction to multiplayer?
Greetings! When I started playing multiplayer I felt similarly to you. I still play almost exclusively straightforward 1v1 or 2v2 games in the default era (occasionally venturing Age of Heroes instead, which is the default era but with level 3 leaders and allows recruiting of units one level higher ...
- March 25th, 2011, 1:27 pm
- Forum: Ideas
- Topic: Implement the Wesnoth Ladder
- Replies: 49
- Views: 25691
Re: Implement the Wesnoth Ladder
As I understand it, it would be helpful if there were concrete suggestions for how this would be implemented. Reading through the thread, it seems to be a bit light on concrete suggestions. Therefore I'm going to make one, and try to describe how I think the behaviour might most sensibly work. Even ...
- March 25th, 2011, 1:14 pm
- Forum: Multiplayer Development
- Topic: Betrayal of Thaeylan: 2p campaign
- Replies: 69
- Views: 27899
Re: Betrayal of Thaeylan: 2p campaign for 1.8.x
Here we go. The mage at 16,8 can level this turn by killing the wolf (perhaps after the poacher shoots it).
Edit: yes, both players had downloaded the add-on.
Edit: yes, both players had downloaded the add-on.
- March 25th, 2011, 12:13 am
- Forum: Multiplayer Development
- Topic: Betrayal of Thaeylan: 2p campaign
- Replies: 69
- Views: 27899
Re: Betrayal of Thaeylan: 2p campaign for 1.8.x
That sounds like a good plan with regard to the scrappers. If they are having regular infantry defence values, there's perhaps no need to increase the price (in this case, they compare most naturally to the thug -- they have a similar damage output in melee, move faster and have a ranged attack, aga...
- March 24th, 2011, 2:00 pm
- Forum: Multiplayer Development
- Topic: Betrayal of Thaeylan: 2p campaign
- Replies: 69
- Views: 27899
Re: Betrayal of Thaeylan: 2p campaign for 1.8.x
I've now played through the first two missions (at the harder difficulty setting). From playing I can confirm that scrappers, and their levelled versions, are very good tanking units -- the combination of high defence and very good melee damage means that the opponent is reluctant to attack them wit...
- March 23rd, 2011, 7:44 pm
- Forum: Multiplayer Development
- Topic: Betrayal of Thaeylan: 2p campaign
- Replies: 69
- Views: 27899
Re: Betrayal of Thaeylan: 2p campaign for 1.8.x
This campaign looks really nice, from this description and what I've seen of the first level. I'll have more feedback when I've played more, but thanks for making this! I have a couple of comments on the scrapper (again subject to updating as I play more): - it currently seems *very* strong compared...
- March 22nd, 2011, 6:54 pm
- Forum: Multiplayer Development
- Topic: Bold New Maps
- Replies: 118
- Views: 45551
Re: Bold New Maps (Updated with the crazy new Hornshark!)
Sorry, I didn't explain myself clearly enough. It's not just that it's unintuitive. A bowman having ranged first strike is a bit unintuitive, but easy enough to see in the unit description and then understand (also, it's a really awesome idea flavour-wise). It's that the behaviour differs from the i...
- March 22nd, 2011, 12:45 am
- Forum: Multiplayer Development
- Topic: Bold New Maps
- Replies: 118
- Views: 45551
Re: Bold New Maps (Updated with the crazy new Hornshark!)
That's fair enough on flavour grounds, but in mainline Wesnoth the leadership ability description says that it counts the difference in levels, and I know of no exceptions to this. I think it would be fairly confusing to players who weren't in the know (albeit it wouldn't come up all that much, sinc...
- March 19th, 2011, 11:49 am
- Forum: Strategies & Tips
- Topic: Balance Suggestions re:Ghosts, Cavalry, Ghouls
- Replies: 10
- Views: 3065
Re: Balance Suggestions re:Ghosts, Cavalry, Ghouls
I won't say too much about balance (I'll just note that skeleton archers are pretty good against cavalry). Changing the arcane resistance of cavalry would really break the feel of the game, though. Generally more magical beings have lower arcane resists. Essentially all humans get the 'mundane' valu...
- March 14th, 2011, 6:50 pm
- Forum: Ideas
- Topic: [engine] Simulate enemies' attacks
- Replies: 9
- Views: 2156
Re: [engine] Simulate enemies' attacks
Another comment to say that it would be great if this were properly integrated with the whiteboard feature. Your mock-up screenshot above already shows some integration, as you have the enemy attacking the planned position of your mage. The combat odds should take into account the planned position o...
- March 14th, 2011, 6:04 pm
- Forum: Ideas
- Topic: [mainline]Giant Scorpion's resistance
- Replies: 19
- Views: 7804
Re: [mainline]Giant Scorpion's resistance
P.S. WINR, but there's a difference between realistic and intuitive. People take things like HMMA, and huge amounts of HP in their stride as part of the game abstraction. But if you violate their assumptions it can be pretty frustrating. For (made-up) example, if they recruit five bad-ass looking h...