Search found 107 matches

by Naeddyr
October 16th, 2010, 8:09 am
Forum: Art Workshop
Topic: DD's Frankie emporium; terrain, units- evil a speciality...
Replies: 123
Views: 28579

Re: DD's Frankie emporium; terrain, units- evil a speciality

With the flapcycle thing for the familiar perhaps the top/more violent looking one could be a moving anim and the other a standin/idle? Or the other way around. A skullbat in motion will be moving in more or less straight or curved lines: it's not going bob up and down, that's what the wings are fo...
by Naeddyr
August 20th, 2010, 7:40 pm
Forum: Ideas
Topic: Search when recruiting
Replies: 9
Views: 3645

Re: Search when recruiting

And honnestly, I feel your proposed system mostly just changes the click places. It doesn't seem very faster/less-clicky/better filtered. Instead of first clicking an hex and then clicking a unit in a menu and repeat, you basically suggest clicking a button or hex, clicking several units in a menu,...
by Naeddyr
August 20th, 2010, 3:23 pm
Forum: Ideas
Topic: Search when recruiting
Replies: 9
Views: 3645

Re: Search when recruiting

You have completely misread all of my points. :augh: 1) People are already having trouble sorting through either just the recruit or just the recall, don't put them together! Plus, when you recall, everything is 20 gold: will you need to look carefully to see if you're recruiting a 14gold Lv1, or re...
by Naeddyr
August 20th, 2010, 2:09 pm
Forum: Ideas
Topic: Search when recruiting
Replies: 9
Views: 3645

Re: Search when recruiting

Recruiting and recalling is not the most optimal at the moment. You have too many clicks. I suggest that instead of having just 10 Right-click > Recruit / Recall > Choose Unit From List > GOTO 10, you'd do something like this: Right click any hex in the castle > Recruit & Recall > Highlight unit...
by Naeddyr
August 17th, 2010, 9:25 am
Forum: Art Workshop
Topic: DD's Frankie emporium; terrain, units- evil a speciality...
Replies: 123
Views: 28579

Re: DD's Frankie emporium; terrain, units- evil a speciality

Hi, I noticed your flying skull. It looks great, but I'm a little bothered by its flapping cycle. I'm not sure if my suggestion for an alternative flapping cycle looks better, but here it is: alternativeflapcycle.gif What I did: - I presupposed that the animation depicts the skull flapping in place;...
by Naeddyr
August 14th, 2010, 3:05 pm
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

Re: Indicating when unit is doing more damage-per-hit than u

The other objection is that you're also proposing introducing these flags at +0%-25% or +10%-30%. If you used 0%-25%, the presence of 0% within the trigger range guarantees that every single attack will have a damage marker symbol on it. That's definitely unneeded clutter. I was suggesting I meant ...
by Naeddyr
August 14th, 2010, 7:00 am
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

Re: Indicating when unit is doing more damage-per-hit than u

The thing is, often it occurs that even for an orange or red damage-per-hit it would not be a good idea to attack (for example, since now your unit is on low-def terrain and gets killed the next turn, while your enemy only got hit one of four attacks), and in other times even with a blue number it ...
by Naeddyr
August 13th, 2010, 4:05 pm
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

Re: Indicating when unit is doing more damage than usual

1. In every game I know having something about resistences and skeletions, skeletions are very resistent to missiles/piercing attacks. That's nice. It's obvious that you won't change your mind on this, so I won't bother for now. And of course there's the fact that skeleton piercing resistance isn't...
by Naeddyr
August 13th, 2010, 12:23 pm
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

Re: Indicating when unit is doing more damage than usual

Unless you're colorblind. ;) Which is why I thought you had green up there for 4. Ah man. Well, it's 2 blue, 3 white, 4 orange and 5 red. Well, there are a bunch of different colour schemes that are colour-blind friendly. The simplest being grays, white and red. Possibly other graphical embelishmen...
by Naeddyr
August 13th, 2010, 10:24 am
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

Re: Indicating when unit is doing more damage than usual

I also feel the same about the colors. The blue and the green colors make it look like you're healing the unit. I say either go on a scale of yellow-orange-red or use font size to make the distinction. I didn't suggest using green as a color: that's too ingrained to "heal", even outside o...
by Naeddyr
August 13th, 2010, 8:42 am
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

Re: Indicating when unit is doing more damage than usual

That you shouldn't attack a skeletion with a spearman is clear anyway. This is probably your own playing experience showing. When I started replaying the game recently (after a pause of some years), I started with attacking skeletons with archers. It is no way obvious that you shouldn't: you, and e...
by Naeddyr
August 12th, 2010, 3:17 pm
Forum: Ideas
Topic: [engine] show when a unit doing more damage than usual
Replies: 22
Views: 4133

[engine] show when a unit doing more damage than usual

Hi, Some years ago I posted an idea ( http://forums.wesnoth.org/viewtopic.php?f=12&t=16622 ) that I would like to revisit at this late juncture because I recently started playing again. My suggestion is this: To colour code the (currently red) floaty Final Fantasy damage indicators to show wheth...
by Naeddyr
August 30th, 2007, 5:06 pm
Forum: Ideas
Topic: New era:Modern Era
Replies: 31
Views: 7330

Drunk beats soldier. Gypsie beats robot. Junkie beats policeman. Soldier beats gypsie. Policeman beats drunk. Robot beats junkie. That doesn't work because there's an even number of members. No matter how you arrange the rest of the pairs, you cannot have a system where there isn't one member who i...
by Naeddyr
July 15th, 2007, 9:56 am
Forum: Art Contributions
Topic: Solidifying the void - nondev version
Replies: 69
Views: 22023

My suggestion: instead of wood, make the edges run together with the UI, ie. replace the wood with the "stone" or whatever what that is in the GUI.