Introduce yourself here!
Moderator: Forum Moderators
Re: Introduce yourself here!
I go by the user zelaz, have used it for a while. You guys have a least a couple of Wesnoth fans up here in Canada, I can speak for me and a couple friends.
It is a great off-the-beaten-path sort of game, and I like what's going on here (so far)!
Also I just compiled 1.12, and I will hopefully post here every now and then.
Well alright then,
cheers to everybody nice
It is a great off-the-beaten-path sort of game, and I like what's going on here (so far)!
Also I just compiled 1.12, and I will hopefully post here every now and then.
Well alright then,
cheers to everybody nice
Re: Introduce yourself here!
Greetings,
I am a long time gamer of sorts since the days of BBS'ing. I discovered this gem of a game on a website and for the last couple of weeks have been immersed. So far, I've completed several campaigns including the advanced ones. I feel the game is good enough that while it may or may not matter a ton that I wanted to get registered and formally thank all the people responsible for the creation, for their time and effort in producing such an interesting game and to top it off making it freely available. You all have my sincere respect and appreciation.
I am having a great time trying all sorts of different tactics. I generally feel the game is well balanced, but of course I've also noticed a huge difference between campaigns. I feel that an enormous amount of credit is also due to the campaign creators. Some I have played have very notably stood out for me as being exciting while others not as much.
I'm currently playing the Legend of Wesnoth, and it is just amazing fun! I also recall having quite the interesting time with the desert elves campaign, although some sections were frustrating. In general, I've found the storylines to be a nice addition to the strategy game. It feels immersive, as though reading a novel while at the same time participating in the plot. I especially like it when there are choices to be made which impact the story.
In the interest of improving the game, I've noticed a few things with my own experience playing the game. Obviously although I have put in a ton of hours it is still over a relatively brief period of time. Even still, perhaps these observations might be useful if only to be reviewed from the perspective of a new player.
* I find myself too tempted to save-scum when a critical outcome of a highly probable event happens. I realize this is my fault, and there is no easy solution other than to better control myself, but perhaps there could be a way to play a campaign online where you don't have that option?
* I wonder if it wouldn't be an improvement if instead of hit/miss mechanics, the damage of hits could be in a range from 0 damage, to a slight hit at say 10% damage, or a moderate hit 50% damage, etc. all the way up to the full damage. I like the random aspect, but I feel like streaks of hitting or missing on either side can tamper with some of the strategic elements just a bit too much sometimes. So, essentially you would still have random - but over the course of a shorter period of time you would probably reach a point slightly closer to the statistical average.
* I find it odd that units can walk through other friendly units to reach an empty space, but it isn't possible (without an extra temporary space and additional movement) to swap the location of two allied units.
* Especially at the beginning of my experience with the game, I developed an extreme aversion to the turn-count limit before "you lose the entire campaign" for some campaigns more than others. Over time, I found that it enhances some maps/objectives, but when it is almost always present - it can drive me crazy. I've read enough that I understand that changing it has a lot of more complex consequences and so this issue isn't easily addressed other than at the campaign creation. Anyways, I get so excited when I see a level with no time limit on it. Although I know enough already to understand how much it currently impacts the game, I feel it would be worth it to take a very detailed look at what other additional options could be possible. Each level can be like a puzzle with more than one solution. The maps with a short time limit seem to boil down to - do this one specific trick and you make it in time, while most every other solution will fail. Anyhow, I just think this is worth thinking about.
* In many cases, the maps play out like: "incoming huge rush of enemies... very unfair odds", then if you break the initial onslaught, it turns into a tedious but slow and easy mop-up. I recall one map where the win condition had to do with the number of troops/enemies before you just won. Again, perhaps not an issue with the engine but something I liked to see in the campaign as the end-game mop-up usually isn't as interesting. I understand that because it is AI, they must have some advantages and that is no easy matter to improve. I don't feel the AI is bad at all, just that I feel it is so extremely important.. it can almost never be good enough! In a perfect scenario, the AI opponents wouldn't need greater numbers - and they could recover more quickly when pressed. I'd like to see them be able to recover from losing once in awhile. Tall request, but very important. I probably should just try some human opponents, but I have not yet because I don't want to trouble anyone with the amount of time I take studying the moves each turn, yet..
Once again, I would like to reiterate that I am extremely grateful to the people who made the game/campaigns and give my thanks! It is rapidly climbing the list towards one of my favorites.
I am a long time gamer of sorts since the days of BBS'ing. I discovered this gem of a game on a website and for the last couple of weeks have been immersed. So far, I've completed several campaigns including the advanced ones. I feel the game is good enough that while it may or may not matter a ton that I wanted to get registered and formally thank all the people responsible for the creation, for their time and effort in producing such an interesting game and to top it off making it freely available. You all have my sincere respect and appreciation.
I am having a great time trying all sorts of different tactics. I generally feel the game is well balanced, but of course I've also noticed a huge difference between campaigns. I feel that an enormous amount of credit is also due to the campaign creators. Some I have played have very notably stood out for me as being exciting while others not as much.
I'm currently playing the Legend of Wesnoth, and it is just amazing fun! I also recall having quite the interesting time with the desert elves campaign, although some sections were frustrating. In general, I've found the storylines to be a nice addition to the strategy game. It feels immersive, as though reading a novel while at the same time participating in the plot. I especially like it when there are choices to be made which impact the story.
In the interest of improving the game, I've noticed a few things with my own experience playing the game. Obviously although I have put in a ton of hours it is still over a relatively brief period of time. Even still, perhaps these observations might be useful if only to be reviewed from the perspective of a new player.
* I find myself too tempted to save-scum when a critical outcome of a highly probable event happens. I realize this is my fault, and there is no easy solution other than to better control myself, but perhaps there could be a way to play a campaign online where you don't have that option?
* I wonder if it wouldn't be an improvement if instead of hit/miss mechanics, the damage of hits could be in a range from 0 damage, to a slight hit at say 10% damage, or a moderate hit 50% damage, etc. all the way up to the full damage. I like the random aspect, but I feel like streaks of hitting or missing on either side can tamper with some of the strategic elements just a bit too much sometimes. So, essentially you would still have random - but over the course of a shorter period of time you would probably reach a point slightly closer to the statistical average.
* I find it odd that units can walk through other friendly units to reach an empty space, but it isn't possible (without an extra temporary space and additional movement) to swap the location of two allied units.
* Especially at the beginning of my experience with the game, I developed an extreme aversion to the turn-count limit before "you lose the entire campaign" for some campaigns more than others. Over time, I found that it enhances some maps/objectives, but when it is almost always present - it can drive me crazy. I've read enough that I understand that changing it has a lot of more complex consequences and so this issue isn't easily addressed other than at the campaign creation. Anyways, I get so excited when I see a level with no time limit on it. Although I know enough already to understand how much it currently impacts the game, I feel it would be worth it to take a very detailed look at what other additional options could be possible. Each level can be like a puzzle with more than one solution. The maps with a short time limit seem to boil down to - do this one specific trick and you make it in time, while most every other solution will fail. Anyhow, I just think this is worth thinking about.
* In many cases, the maps play out like: "incoming huge rush of enemies... very unfair odds", then if you break the initial onslaught, it turns into a tedious but slow and easy mop-up. I recall one map where the win condition had to do with the number of troops/enemies before you just won. Again, perhaps not an issue with the engine but something I liked to see in the campaign as the end-game mop-up usually isn't as interesting. I understand that because it is AI, they must have some advantages and that is no easy matter to improve. I don't feel the AI is bad at all, just that I feel it is so extremely important.. it can almost never be good enough! In a perfect scenario, the AI opponents wouldn't need greater numbers - and they could recover more quickly when pressed. I'd like to see them be able to recover from losing once in awhile. Tall request, but very important. I probably should just try some human opponents, but I have not yet because I don't want to trouble anyone with the amount of time I take studying the moves each turn, yet..
Once again, I would like to reiterate that I am extremely grateful to the people who made the game/campaigns and give my thanks! It is rapidly climbing the list towards one of my favorites.
Last edited by Svendre on January 16th, 2015, 9:17 pm, edited 2 times in total.
- Tom_Of_Wesnoth
- Posts: 208
- Joined: January 14th, 2015, 4:03 pm
- Location: Wesnoth 2020 and Wesnoth 2007
Re: Introduce yourself here!
Welcome to the forum! All of your ideas would probably be better in the ideas sub forum than they would be in here. Also, even if your ideas don't get added, you can make them yourself. There's huge amounts of User Made Content available, some adding features like attacks between distant hexes, so you could create your ideas for the game.
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
Re: Introduce yourself here!
Thanks!Tom_Of_Wesnoth wrote:Welcome to the forum! All of your ideas would probably be better in the ideas sub forum than they would be in here. Also, even if your ideas don't get added, you can make them yourself. There's huge amounts of User Made Content available, some adding features like attacks between distant hexes, so you could create your ideas for the game.
I suppose I could repost them? I just got here and don't want to be too spammy. I'm under the assumption that they probably aren't new ideas anyhow.. I was just trying to show what I first noticed as a new player. By the way, I had wondered about the "ranged attacks"... if anyone had thought of that. I think it's a very, very cool idea and could be amazing in this game. Attacks between distant hexes... so, essentially archers might hit something 1-5 hexes away right? You could even have optimal ranges for the damage, such as lower damage if the archer was 1 or 2 hexes from the target or too far, but maximum damage if in a sweet-spot. I think it would almost be like playing a completely different game and it sounds like the additions the AI would need would be pretty tough, but I like the idea!
- Tom_Of_Wesnoth
- Posts: 208
- Joined: January 14th, 2015, 4:03 pm
- Location: Wesnoth 2020 and Wesnoth 2007
Re: Introduce yourself here!
The ranged attacks mod came out a while ago, and yes, it lets archers shoot to distant hexes. I don't think the AI could use it, but I've had some fun times with it anyway in multiplayer. It did completely change the game, but that's why it's a mod and not part of the game.
My opinions on your ideas:
The one about save scumming is a bit of a tricky one because people want to have the option there just in case.
The one about doing less damage instead of missing is really interesting but probably wouldn't be added because it's too big of a thing and would change the core gameplay of Wesnoth. That said, you could create it yourself or maybe someone else might take up the idea for you.
The one about time limits I completely agree with, I'd love to see them gone except in levels where they make sense like the first one in Heir to the Throne.
The one about swapping allied units could be considered. It seems like a simple thing that could improve gameplay.
The one about the AI is as far as I know, already an objective. The developers are always trying to improve the AI to be the best it can.
Overall I think it might be worth making a thread in the Ideas subforum. I've only just come back here after eight years so I'm nut sure if they've been suggested yet. It's probably worth checking the 'Frequent Ideas' thread that is a sticky in the ideas subforum.
My opinions on your ideas:
The one about save scumming is a bit of a tricky one because people want to have the option there just in case.
The one about doing less damage instead of missing is really interesting but probably wouldn't be added because it's too big of a thing and would change the core gameplay of Wesnoth. That said, you could create it yourself or maybe someone else might take up the idea for you.
The one about time limits I completely agree with, I'd love to see them gone except in levels where they make sense like the first one in Heir to the Throne.
The one about swapping allied units could be considered. It seems like a simple thing that could improve gameplay.
The one about the AI is as far as I know, already an objective. The developers are always trying to improve the AI to be the best it can.
Overall I think it might be worth making a thread in the Ideas subforum. I've only just come back here after eight years so I'm nut sure if they've been suggested yet. It's probably worth checking the 'Frequent Ideas' thread that is a sticky in the ideas subforum.
If presented with the opportunity, I would take great pleasure in becoming a world ruler.
Re: Introduce yourself here!
Hello all, I'm phlegm (best un ever I think ). I have played a few games on the official server, even though I am far from the best player out there. Actually, I'm probably one of the worst. I might try to make some maps and stuff later once I understand everything a bit better. If anyone has some links that might be useful, that would be much appreciated!
- beetlenaut
- Developer
- Posts: 2825
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Introduce yourself here!
"Create" at the top of this page.phlegm wrote:If anyone has some links that might be useful, that would be much appreciated!
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Introduce yourself here!
Thanks. I glazed right over that somehow!
- Implementor37
- Posts: 121
- Joined: February 22nd, 2015, 12:41 am
- Location: The Internet
Re: Introduce yourself here!
Hi everyone! I'm Implementor37 and I've been playing Wesnoth for over a year and a half--mostly SP campaigns (After the Storm and The Legend Begins <still working on that one> are some personal favorites of mine) and LAN, but a few MP games as well. I've played around with WML and the Map Editor (and .map files when the map editor wouldn't create that snowy-mountain village exactly the way i wanted) and will probably start working on a campaign soon.
Author of End of the Legion, available now on the 1.12 and 1.13 servers!
Supporter of the addition of the Aragwaithi into mainline.
Supporter of the addition of the Aragwaithi into mainline.
- Elvish_King
- Posts: 139
- Joined: December 22nd, 2014, 12:52 pm
- Location: Germany
Re: Introduce yourself here!
Welcome to the forums, Implementor37.
I'm looking forward to see your campaign if you post it in the forums.
I'm looking forward to see your campaign if you post it in the forums.
- beetlenaut
- Developer
- Posts: 2825
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Introduce yourself here!
Actually, it probably would. If you hold down shift while placing a layer terrain like village, forest, or bridge, it won't change the base terrain. So it doesn't matter if the snowy village uses hills as its default base, using shift will put it on mountains (or oceans or deserts or lava...).Implementor37 wrote:the map editor wouldn't create that snowy-mountain village exactly the way i wanted
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
- Implementor37
- Posts: 121
- Joined: February 22nd, 2015, 12:41 am
- Location: The Internet
Re: Introduce yourself here!
Hey! That's really cool! Is that a 1.12 editor update, or has that already been there and I haven't found it yet? Either way, thanks for the help!beetlenaut wrote:Actually, it probably would. If you hold down shift while placing a layer terrain like village, forest, or bridge, it won't change the base terrain. So it doesn't matter if the snowy village uses hills as its default base, using shift will put it on mountains (or oceans or deserts or lava...).Implementor37 wrote:the map editor wouldn't create that snowy-mountain village exactly the way i wanted
Author of End of the Legion, available now on the 1.12 and 1.13 servers!
Supporter of the addition of the Aragwaithi into mainline.
Supporter of the addition of the Aragwaithi into mainline.
- beetlenaut
- Developer
- Posts: 2825
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Introduce yourself here!
It's been there for a while. I know in works in 1.10 at least. And, you're welcome!Implementor37 wrote:Is that a 1.12 editor update, or has that already been there and I haven't found it yet? Either way, thanks for the help!
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Introduce yourself here!
Hi everyone my name is Magda and I'm new user on this forum:) Nice to meet You all:)
- Elvish_King
- Posts: 139
- Joined: December 22nd, 2014, 12:52 pm
- Location: Germany
Re: Introduce yourself here!
Welcome to the forums, Magda or Plastic1, the new two-name users. (just jocking)