Bat descriptions
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Re: Bat descriptions
The thing with this is, you take it for granted without really noticing, until someone points it out to you.
So in a way, by saying Vampire Bat doesn't make sense and explaining why, you've created a problem that previously only existed for you
So in a way, by saying Vampire Bat doesn't make sense and explaining why, you've created a problem that previously only existed for you
- thespaceinvader
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Re: Bat descriptions
Oh noes.
Fixing such problems will improve the game overall. It will make it a more fulfilling experience.
It's like good animations. The game plays fine without them, and is just as interesting and engaging. But this sort of thing add polish and shine, builds the world, and clears up inconsistencies. Which is EXACTLY what descriptions are for.
Fixing such problems will improve the game overall. It will make it a more fulfilling experience.
It's like good animations. The game plays fine without them, and is just as interesting and engaging. But this sort of thing add polish and shine, builds the world, and clears up inconsistencies. Which is EXACTLY what descriptions are for.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Thrawn
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Re: Bat descriptions
I don't want to backseat mod, but can we please take the "Vampires in Wesnoth" discussion into another thread? We're bogging the poor fellow's down w/ a meta weslore fight >_<
@jhanlon: In case this hasn't been made clear by now, we are trying to make unit descriptions interesting, and reflect the expanding lore behind wesnoth (I believe there is a thread in the forum about that concept). We have enough stat information just below the unit description (both from pressing 'd' and simply being able to see the unit in the sidebar. Feel free to have fun w/ this, rather than trying to add tons of information.
@jhanlon: In case this hasn't been made clear by now, we are trying to make unit descriptions interesting, and reflect the expanding lore behind wesnoth (I believe there is a thread in the forum about that concept). We have enough stat information just below the unit description (both from pressing 'd' and simply being able to see the unit in the sidebar. Feel free to have fun w/ this, rather than trying to add tons of information.
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott
this goes for they're/their/there as well
this goes for they're/their/there as well
- thespaceinvader
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Re: Bat descriptions
Agreed. I think I've made my point, if you want to discuss any further about the presence or otherwise of vampires in wesnoth lore, do so in a new thread, please. And further posts off topic will be removed.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: Bat descriptions
Maybe 'its' would be better then vampire's as they are not vampires (vampires' existance is another thread I know - I merly states that vampires bats are not called vampires).jhanlon wrote: Because of their disadvantages in size and strength, vampire bats are more often used by their masters as scouts, rather than regular fighters. However, if they do enter combat, are preserved by their ability to drain health from their enemies. If a bat's fangs can get a grip in it's adversary's flesh, it will suck the other's vitals which will be used to heal it's wounds. The bat is in danger if the enemy is able to strike back, however, for to a creature of the vampire's size, even a light blow can cause damage.