Search found 3818 matches

by doofus-01
December 2nd, 2019, 12:41 am
Forum: Scenario & Campaign Development
Topic: 1.14 SP Campaign - Bad Moon Rising
Replies: 559
Views: 147347

Re: 1.14 SP Campaign - Bad Moon Rising

Hi WackoJacko, Sorry for the slow response, thanks for the reminder. Your replay got out of sync on turn 1, so I couldn't tell anything from it, unfortunately. I used your save, and the archers showed up for me just fine, but that replay doesn't seem to work either. I did attach my turn autosave aft...
by doofus-01
November 30th, 2019, 4:05 am
Forum: Scenario & Campaign Development
Topic: 1.14 SP Campaign: Trinity
Replies: 334
Views: 89004

Re: 1.14 SP Campaign: Trinity

This may seem silly but I can’t figure out how to progress in Dark Planet II. I’ve gone through the teleport, beaten Seth where he floats away after a couple hits, have opened the chests and killed the sun dog or whatever, and now I’m stuck, and half the map is still blacked out. Anyone have an ide...
by doofus-01
November 30th, 2019, 4:00 am
Forum: Users’ Forum
Topic: Happy skeletons in water with a bridge!
Replies: 2
Views: 620

Re: Happy skeletons in water with a bridge!

:lol: :lol: :lol: I found that skeletons can enjoy both fastest movement and "submerge" ability when they are in deep water with a bridge. Interesting and funny! :lol: :lol: :lol: Uhm, they hide under the water when the enemy is looking, but they move along the bridge. The animations just aren't do...
by doofus-01
November 29th, 2019, 5:34 am
Forum: Mainline Campaign Development
Topic: Reworking/Revising The Sceptre of Fire
Replies: 25
Views: 1955

Re: Reworking/Revising The Sceptre of Fire

I've opened a PR for my ideas of what should be done: https://github.com/wesnoth/wesnoth/pull/4609
Even if you can't download and test the PR'd branch, you can still browse the changes and comments.
by doofus-01
November 28th, 2019, 5:11 pm
Forum: Mainline Campaign Development
Topic: Reworking/Revising The Sceptre of Fire
Replies: 25
Views: 1955

Re: Reworking/Revising The Sceptre of Fire

I disagree, honestly. Knockback isn't even all that weird an ability. Of course the word i was looking for was "gimmicky" but if you say it's okay for mainline then I'm going to take your word for it. Knockback sounds gimmicky to me too. I suppose it could be animated in a way that makes it appear ...
by doofus-01
November 25th, 2019, 5:17 am
Forum: Mainline Campaign Development
Topic: Reworking/Revising The Sceptre of Fire
Replies: 25
Views: 1955

Re: Reworking/Revising The Sceptre of Fire

I've started SoF, these are my thoughts for now. I just want to get them out there, they make sense now, but I could easily be talked out of them: As far as the dialogue, the elvish leader in the first scenario could be a recurring character as the elves harass the dwarves. Killing him should not be...
by doofus-01
November 25th, 2019, 4:33 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 123
Views: 17416

Re: Dunefolk Rework - Base Units

I've updated the sunderer line, image below. I'm not so sure about the lance of the cataphract (not depicted in the sprite below), that's a big thing to suddenly introduce. Screenshot_20191124_a.png The raider line looks pretty decent, I don't plan to change it much, though the torch-flames will be ...
by doofus-01
November 24th, 2019, 4:50 am
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 40
Views: 2288

Re: A grand design for singleplayer mainline lore

Well, we already have holy water in mainline, so we're close to that anyway :P I think that's a holdover from earlier times, when "arcane" was "holy". I always thought the expletive "Holy Sh1t!" painted a funny image. Pilgrims come from far and wide to view the holy artifact... There's got to be a ...
by doofus-01
November 23rd, 2019, 12:25 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 123
Views: 17416

Re: Dunefolk Rework - Base Units

Thanks. If the skirmishers are close enough, I could start basic animations for them (still on the fence about the stance of the middle one, but that shouldn't stop things). I would prefer to see the bow in the base image because this is what differs southern naga from it's northern counterpart (als...
by doofus-01
November 18th, 2019, 5:15 am
Forum: Scenario & Campaign Development
Topic: 1.14 SP Campaign - Bad Moon Rising
Replies: 559
Views: 147347

Re: 1.14 SP Campaign - Bad Moon Rising

Hi Doofus, I don't think i explained myself well. The scenario starts with the peasant in the middle. Then we fight and the battle ends where (I'm assuming) Lorenzon is meant to talk with her, instead he just has a one-sided conversation and I can suddenly recruit archers. I think the game broke so...
by doofus-01
November 18th, 2019, 5:09 am
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 44
Views: 3931

Re: Removing mainline campaign(s)

Having played a few scenarios of AOI now, I'm less inclined to defend it. Possibly it doesn't break nemaara's #3 and Tad's #4, but it doesn't really contribute anything either. We can do better. I mean, just because a campaign has a story doesn't mean you need to pay attention to it. If someone want...
by doofus-01
November 18th, 2019, 4:37 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 123
Views: 17416

Re: Dunefolk Rework - Base Units

I really like the new naga, but think it would be good to keep some TC. Also I wonder how the blade twists in sprite 2B? TC is best added at the end, I think, since it is a kind of distracting & ridiculous selection of colors. In the end, I agree it should be there, even if you have to figure out h...
by doofus-01
November 17th, 2019, 6:25 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 123
Views: 17416

Re: Dunefolk Rework - Base Units

Thanks all. I was looking at the dunefolk naga to make it look less similar to the northerner's one, and notice that the bow seems like an excuse to use the naga archer portrait. The bow matters to the level one, but then both advancement branches move away from it. I guess the level one sprite coul...
by doofus-01
November 17th, 2019, 3:39 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 123
Views: 17416

Re: Dunefolk Rework - Base Units

They are already in the units database. Vultraz must have thought they were an improvement. I hadn't meant for them to be committed yet, but I didn't make that clear in the PR. There's a new PR for this now: https://github.com/wesnoth/wesnoth/pull/4573 Often I do like doofus's work, but in this cas...
by doofus-01
November 16th, 2019, 1:02 pm
Forum: Art Contributions
Topic: New animations
Replies: 1465
Views: 366725

Re: New animations

This one is at a better speed: 3g7qoz.gif Hi, Thanks for taking that on. :) With the big caveat that animations don't look quite the same "in game" as they do looped & isolated here as a GIF, I'd say the body and rider are too static. The legs look reasonable, especially the front. So I'm not sayin...