Search found 37 matches
- April 29th, 2014, 8:10 pm
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 119974
Re: Era of High Sorcery
I find dispelling touch with mage shield stops yetis cold, since you can use these from an apprentice this is a very cheap solution. Be careful though since apprentices only stop combat on defense. scorpions are middling effective against yetis, you can afford 2:1 and amazing their movement means th...
- April 27th, 2014, 7:51 pm
- Forum: Multiplayer Development
- Topic: Era of High Sorcery
- Replies: 300
- Views: 119974
Re: Era of High Sorcery
Hi. This new version is quite impressive. I do have some minor complaints though. Using reanimating touch to kill apprentices and leaders seems to add "undead" to the unit type several times, ie "undead undead undead dwarven rune master" Zombie swarm: if cast by the last player t...
- March 24th, 2014, 3:27 pm
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1095869
Re: World Conquest tek (aka World Conquest II)
Would it be possible to show replacement recuits when recruting? I haven't learned all the replacements and it's a little frustrating when I'm trying to recruit a specific unit and I guess the wrong replacement unit for it. Also is there a rule for how you picked what replaces what? Some replace uni...
- November 22nd, 2013, 4:44 am
- Forum: Strategies & Tips
- Topic: human vs multiple ai
- Replies: 9
- Views: 4315
Re: human vs multiple ai
The default RCA. I've been away for a while. I have now also beat the strong RCA and experimental ai. They seem easier than default in this mode. Their apparent preference of taking villages or other maneuver over doing damage allows easier control of fight time and place which is the corner of my s...
- November 21st, 2013, 7:59 pm
- Forum: Strategies & Tips
- Topic: human vs multiple ai
- Replies: 9
- Views: 4315
Re: human vs multiple ai
My main curiosity is whether anyone else is following this line of play and if they have reached the next level. I am familiar with world conquest, and it has a different feel from mp ffa maps with teamed ai's. Specifically the strategy of forming defensive lines or pockets works great on WC were th...
- November 20th, 2013, 7:14 am
- Forum: Strategies & Tips
- Topic: human vs multiple ai
- Replies: 9
- Views: 4315
human vs multiple ai
I advice people to learn to beat the ai before taking multiplayer seriously or using derogatory words about new players.
I've recently started beating 2 of the new ai on a 3p map.
I'm curious if anyone can win vs 3ai on a 4p map. Hamlets as P1 or P2 would be cheating imo
I've recently started beating 2 of the new ai on a 3p map.
I'm curious if anyone can win vs 3ai on a 4p map. Hamlets as P1 or P2 would be cheating imo
- July 31st, 2012, 10:16 pm
- Forum: Coder’s Corner
- Topic: Exercises in Formula and Lua AI and AI-demos add-on feedback
- Replies: 472
- Views: 133816
Re: Exercises in Formula and Lua AI
grunt rush vs elves. turn 6. a multi-suicide attempt on my leader fails because an assassin takes a village before the combat starts. There is a unit that can't help with the kill in range of the village. The behavior on the left side didn't seem very clever. A wolf doesn't run at 1/4 hp vs 2 full h...
- March 10th, 2012, 9:19 am
- Forum: Faction & Era Development
- Topic: The ideas of a Wesnoth Rebalance
- Replies: 48
- Views: 15213
Re: The Start of a New Era: Wesnoth Rebalance
The ladder is at http://wesnoth.gamingladder.info/ladder.php you can probably find someone high on the list camping the server at anytime. Also most of them have accounts here that you could pm. I'd suggest trying to be nice about it if you're going to be sending out unsolicited mail. If I was runni...
- February 25th, 2012, 1:04 am
- Forum: Multiplayer Development
- Topic: (1.10) A New Land Classic 0.14.4
- Replies: 33
- Views: 11825
Re: (1.10) A New Land Classic 0.14.3
I was watching some people playing with anl extended on a map one of them made, and it came to my attention that the undead have no good options for fighting in large bodies of water. Ghosts are slow and expecive, blood bats are still not exactly powerful and also expecive, skeletons and quick adept...
- February 8th, 2012, 9:09 pm
- Forum: Ideas
- Topic: [interface] unit advancement statistics
- Replies: 0
- Views: 658
[interface] unit advancement statistics
I'd like to see gold gained by level advancement in statistics. The idea is to reduce the things I have to look at to keep track of who has an economic advantage while watching replays. It might also be a fun figure for campaigns. I keep track of economics by adding current gold to recruits gold and...
- December 12th, 2009, 6:45 am
- Forum: Ideas
- Topic: Viewable game without spying either side
- Replies: 13
- Views: 2958
Re: Viewable game without spying either side
I just did a check and don't see anything. But to be honest I'm a little intimidated by the bugreport system, and would not be surprised if I wasn't looking in the right way. I just though the other thread covered about the same thing, so might be worth having on hand. It also occurs to me I wouldn'...
- December 11th, 2009, 8:46 pm
- Forum: Ideas
- Topic: Viewable game without spying either side
- Replies: 13
- Views: 2958
Re: Viewable game without spying either side
would password protecting observers be a good enough solution? It doesn't guard fog, but stops you from having to save/load for dc in non-observer games. http://www.wesnoth.org/forum/viewtopic.php?f=12&t=26492 There has been some (mostly positive) discussion of that, only with out any conclusion...
- November 14th, 2009, 10:09 am
- Forum: Multiplayer Development
- Topic: Conquest 1.0 - Now on the 1.6 Add-on Server
- Replies: 184
- Views: 43205
Re: Conquest 1.0 - Now on the 1.6 Add-on Server
Several hosts (mostly from seat 1 at least one from last seat) routinely set a bonus of +1 per player before you. Several other hosts (I've only seen in seat 1) call all such talk heresy. I'd be interested to hear anyones thoughts on income bonus to later players.
- February 28th, 2007, 11:58 pm
- Forum: Strategies & Tips
- Topic: Unit Choice doesn't matter
- Replies: 28
- Views: 7278
how fast you can seize villages vs. overall combat power. This is an important thing to concider in recuiting but I'm still skeptical that there is a perticular best plan for a map. I think there are several viable plans for victory along the lines of gain control of something important (like tempo...
- February 28th, 2007, 5:21 am
- Forum: Strategies & Tips
- Topic: Unit Choice doesn't matter
- Replies: 28
- Views: 7278