Search found 52 matches

by mihoshi
April 8th, 2008, 3:20 pm
Forum: Game Development
Topic: "Fantasy Wars"
Replies: 30
Views: 7728

Re: "Fantasy Wars"

It's really a turn-based hexagonal strategy. I haven't played it myself, but heard people using words "like Wesnoth" describing it:)
by mihoshi
April 8th, 2008, 2:57 pm
Forum: Coder’s Corner
Topic: AI and SWIG
Replies: 5
Views: 1742

Re: AI and SWIG

allefant wrote: Did you post your Lua patch btw.? I might look at it if it's ready, or in any case, post one for Python when it's at the same stage.
No, it's not finished. I haven't enough time lately, I'll continue after 14th april.
Here is about all of it.
O'll post Python one when it is finished, of cause.
by mihoshi
April 8th, 2008, 2:20 pm
Forum: Users’ Forum
Topic: I am going to invade Wesnoth! What?
Replies: 6
Views: 1425

Re: I am going to invade Wesnoth! What?

Radio.
And Wesnoth is actually game about high-tech wars of giant robots. All that you see on map is up-to-scale. Units looking exactly like humans/orcs/animals etc. is juat a coincidence (or robot builders design choice).
by mihoshi
April 7th, 2008, 3:05 pm
Forum: Users’ Forum
Topic: No mouse, no touchpad, just good old keyboard ...
Replies: 16
Views: 2494

Re: No mouse, no touchpad, just good old keyboard ...

Advance Wars plays without mouse. As well as Advance Tacticts, Final Fantasy tactics, etc. And they have a ranged attacks even.

Basically, all what is needed to keyboardise most of Wesnoth gameplay - add six keys for moving selected unit (attack is just moving unit to enemy's hex)
by mihoshi
April 7th, 2008, 2:08 pm
Forum: Coder’s Corner
Topic: AI and SWIG
Replies: 5
Views: 1742

Re: AI and SWIG

Another concern is that last time I tried to use SWiG for something it seemed that the code it output was long-winded and incomprehensible. This was a while ago though. I think a better idea might be to clean up and properly comment the current python interface. It's not so bad, just a little disor...
by mihoshi
April 7th, 2008, 1:43 pm
Forum: Game Development
Topic: "Fantasy Wars"
Replies: 30
Views: 7728

Re: "Fantasy Wars"

freddf wrote:Yesterday I went to a friend's place and he showed me this game. It reminded me of BfW. We didn't spent much time with it, so I wanted to know if somebody on this forum played it and how far the similarities with BfW go?
May be, it's "Fantasy General"?
by mihoshi
April 5th, 2008, 1:07 pm
Forum: Coder’s Corner
Topic: AI and SWIG
Replies: 5
Views: 1742

AI and SWIG

So, question is - do we want a support of writing AI and/or event handlers on external script languages? If yes, are we ok with just existing python binding, or it's good to add others (or improve binding to Python, at least)? If yes, then using SWIG may be a good way. I tried binding AI on Lua with...
by mihoshi
April 3rd, 2008, 6:39 pm
Forum: Multiplayer Development
Topic: SurvivalXtreme: Version C.01!
Replies: 561
Views: 66303

Re: SurvivalXtreme: Version 2.02

Riklaunim wrote:Skirmishers have big defence and with rings there are hard to hit :)
With rings, everyone are hard to hit. But there is no way you can make assassin 100% immune to impact.
by mihoshi
April 3rd, 2008, 9:30 am
Forum: Multiplayer Development
Topic: SurvivalXtreme: Version C.01!
Replies: 561
Views: 66303

Re: SurvivalXtreme: Version 2.02

The only reliable way of beating Stronghold I found so far is using characters with specialized anti-boss resistances and a creative use of the Skirmish ability which I won't spoil for you. On MAD with 400 and no corpse looting? I tried with solo dwarf, dragged util about turn 12, but then AI was p...
by mihoshi
April 1st, 2008, 6:26 pm
Forum: Coder’s Corner
Topic: Persistent ai_interface
Replies: 0
Views: 815

Persistent ai_interface

Now Ai instance is created every move for every side. That's not very convinient - it's hard for AI to memorize past moves and it has to initialize all the way each time. So, I propose to do this way. Very simple, just one method more. class ai { static ai* start(char* past); char* stop(); void play...
by mihoshi
April 1st, 2008, 9:17 am
Forum: Multiplayer Development
Topic: SurvivalXtreme: Version C.01!
Replies: 561
Views: 66303

Re: SurvivalXtreme: Version 2.02

I want to see somebody beating SurvivalXtreme Mad Mode WITHOUT 800 gp starting money (I mean the "old" unmodified SX on SurvivalXtremeStronghold). ;-) If the initial hordes of creeps don't kill you the mobile bosses spawning at the end of turn 21 will because you will be simply too weak to kill the...
by mihoshi
March 31st, 2008, 4:26 pm
Forum: Multiplayer Development
Topic: SurvivalXtreme: Version C.01!
Replies: 561
Views: 66303

Re: SurvivalXtreme: Version 2.02

With 800g bats kill everything. Mostly because of great defence and movement.
by mihoshi
March 30th, 2008, 9:16 pm
Forum: WML Workshop
Topic: Trait which increases upkeep
Replies: 6
Views: 1211

Re: Trait which increases upkeep

http://www.wesnoth.org/wiki/SingleUnitWML

upkeep: the amount of upkeep the unit costs.
...
An integer can be used to set the upkeep cost to that number.
by mihoshi
March 29th, 2008, 10:09 pm
Forum: Game Development
Topic: OpenSource 3D RogueLike CellShaded SoULFU
Replies: 18
Views: 6949

Re: OpenSource 3D RogueLike CellShaded SoULFU

innocuous wrote:There was a sourceforge project, but I don't know what happened to it. There is a new svn repository here: http://soulfu.motherhamster.org/
Sourceforge hosts only free software.
by mihoshi
March 29th, 2008, 7:01 pm
Forum: Translations & Internationalization
Topic: Translating images?
Replies: 30
Views: 7683

Re: Translating images?

I'm not sure that it`s a good idea for thousands of Wesnoth players to download extra ten mb each, for something even one of them hardly needs.