Search found 47 matches

by Garion
June 12th, 2006, 8:22 pm
Forum: Ideas
Topic: Era names
Replies: 34
Views: 3295

I agree with Scott. Besides, JW, I didn't write the bug report, but whoever did had exactly the same problem I did. Which means it's happened at least twice. A problem that can be independantly replicated deserves attention and discussion, at least. I think the fix to the Tome would work just as wel...
by Garion
June 12th, 2006, 6:47 pm
Forum: Ideas
Topic: Era names
Replies: 34
Views: 3295

It took me two weeks to realize that "Default" was an era in its own right. I thought it was akin to Starcraft's "use map settings" option- eg, that the map designer specified a default era in each multiplayer map and that failing to select an era to play in (or selecting "default") would result in ...
by Garion
May 27th, 2006, 1:37 pm
Forum: Technical Support
Topic: Wesnoth not starting (Mac OS 10.2.8)
Replies: 8
Views: 1670

I'm having this same problem again with the 1.1.3 binary, although the readme released with that version says that "workarounds are now in place" for OS 10.2.8.
by Garion
May 5th, 2006, 2:45 pm
Forum: Faction & Era Development
Topic: The Dark Elves
Replies: 465
Views: 76811

The All Factions Era in the old campaign server is somehow missing the Dark Elf movetypes. I combed this thread and got them for myself, but they're not playable in the stable release without looking here or making up your own movetype stats.
by Garion
April 25th, 2006, 10:20 pm
Forum: Ideas
Topic: Wose Traits
Replies: 15
Views: 3170

I know messing around with the stuff that's defined in a movement_type is usually not seen as a good approach for a trait, but I think it makes sense for some Woses. A willow, for instance, gets improved movement in water, while an oak gets a 10% bonus to his blade resist and a redwood gets extra hi...
by Garion
April 12th, 2006, 7:09 am
Forum: WML Workshop
Topic: Request for AI tag
Replies: 4
Views: 1339

I just read in another thread that Casual User implemented a [target] tag that specified a hex as a target instead of a unit. If that works, it'd be the ideal solution to my problem. I'll try it and see what happens. If it works, the Wiki should be updated to reflect that [target] will take an x,y k...
by Garion
April 12th, 2006, 6:13 am
Forum: WML Workshop
Topic: Request for AI tag
Replies: 4
Views: 1339

Request for AI tag

I'm working on a scenario in which I want to specify a defeat condition using a moveto tag. I want the player to defend a specific hex against the AI opponent. It seems like the current AI WML won't let me set a hex for the AI to try to move a unit into, which seems like a funciton that a lot of peo...
by Garion
April 7th, 2006, 5:42 pm
Forum: Ideas
Topic: Shroud/Fog-piercing units (Split from Super Speedy Units)
Replies: 22
Views: 2296

Besides, they wouldn't see everything. Only the terrains where there movement is set to 0. An Elvish Seer could have movement 0 on forests, Saurian Diviner could have it in Swamps, Dwarvish Mystic in mountains, Mermaid Eye in water, etc.... To return momentarily to this, that plan creates a very we...
by Garion
April 5th, 2006, 8:30 pm
Forum: Ideas
Topic: Yet Anothe Silly Idea... burning fire
Replies: 24
Views: 2738

SmokemJags wrote: . . . those were the days
Man, I still play Battletech. :D
by Garion
April 2nd, 2006, 5:34 am
Forum: Ideas
Topic: RFC: terrain/map expansion/overhaul
Replies: 7
Views: 1279

As far as how units specify things, they use the terrain name ("sand", "forest", "tundra", etc), not the map character, so that doesn't need to change. This critical sentence was the flaw in my reasoning. I figured units used the map for their behaviour. I guess the [movement_values] tag would prob...
by Garion
April 1st, 2006, 9:33 pm
Forum: Ideas
Topic: RFC: terrain/map expansion/overhaul
Replies: 7
Views: 1279

How would that affect units' movement and defense numbers? Presently, almost all units move and defend differently in, say, grassland as opposed to snow or desert. But if I read your proposal right, you'd reduce desert, grassland, and snow to a single character on each map (g), and simply draw on di...
by Garion
March 29th, 2006, 4:42 pm
Forum: Ideas
Topic: In 1-on-1 best of three games, allow recalls on third game
Replies: 17
Views: 2555

No, you're right- a moment of review reveals my suggestion to be profoundly stupid.

The part of it that does make sense, though, is making gold from the first game, like recalled units from the first game, unavailable until the third.
by Garion
March 28th, 2006, 9:43 pm
Forum: Ideas
Topic: In 1-on-1 best of three games, allow recalls on third game
Replies: 17
Views: 2555

A strange- but simple- solution to the problem of retained gold: The first player wins the standard "early finish" bonus when he wins the first game - but he can't use it in the second game. It's saved by the server. The second player winse the standard "early finish" bonus when he wins the second g...
by Garion
March 10th, 2006, 1:30 am
Forum: Ideas
Topic: Trait idea: Healthy (very weak regeneration)
Replies: 51
Views: 6108

First Aid's pretty good, but you give first aid to someone else, usually, not yourself.
by Garion
March 10th, 2006, 1:28 am
Forum: Ideas
Topic: Marksmanship Discussion.
Replies: 73
Views: 9646

I like finesse and focused and deft.

I'll go ahead and suggest "expertise" and "deadly" as well.