Search found 16 matches
- February 9th, 2009, 5:57 pm
- Forum: Users’ Forum
- Topic: GPL, UMC & intellectual property?
- Replies: 18
- Views: 3825
Re: GPL, UMC & intellectual property?
Technically, GPL material is also "copyrighted", isn't it?Jodwin wrote:I know that copyrighted material isn't allowed on the server for obvious reasons...
- February 5th, 2009, 8:56 pm
- Forum: Users’ Forum
- Topic: 90 Q. Wesnoth unit quiz (couldn't resist)
- Replies: 116
- Views: 24676
Re: 90 Q. Wesnoth unit quiz (couldn't resist)
You Scored as Orcish Grunt You are an Orcish Grunt: cheap, powerful, but effective. Mage 80% Orcish Grunt 80% Dark Adept 75% Ghost 65% Elvish Fighter 60% Spearman 55% Skeleton 55% Troll Whelp 55% Drake Burner 55% Naga Fighter 50% Saurian Skirmisher 50% Horseman 50% Thief 50% Heavy Infantryman 45% D...
- February 4th, 2009, 2:16 am
- Forum: Ideas
- Topic: Dynamic Hit Rate Again [Split]
- Replies: 9
- Views: 2142
Re: 2 ways to reduce randomness
Just increase the number of attacks, decrease the damage per attack, and keep the total damage the same for each unit. You'll have the reduced luck factor you are looking for.5dPZ wrote:The idea is to REDUCE luck factor and NOT remove it. Since luck does bring surprise, fun and replay value.
- February 3rd, 2009, 10:54 pm
- Forum: Ideas
- Topic: Dynamic Hit Rate Again [Split]
- Replies: 9
- Views: 2142
Re: 2 ways to reduce randomness
I thought about this dynamic hit rate system. Here's my version: Each strike result will modify the chance of hit to its following strike. the formula is if the strike hit, the chance for the next strike of the same unit will be: nexthit% = currenthit% - nativehit% / # of strikes if the strike miss...
- February 2nd, 2009, 8:15 pm
- Forum: Strategies & Tips
- Topic: The South Guard help
- Replies: 30
- Views: 9713
Re: The South Guard help
At which point did you lose all your high level units? You are seven scenarios in and if you recalled them all in the last scenario, where are they now? Did they really all die? How many did you have to begin with? Here are all my units above level 1 at the start of each scenario. Scenario 1 - Gerr...
- February 2nd, 2009, 7:43 pm
- Forum: Website
- Topic: IP Blacklisted on Gna, and I don't know why.
- Replies: 4
- Views: 1878
Re: IP Blacklisted on Gna, and I don't know why.
I guess you could send them an email? Or use a proxy or anonymizer if that doesn't help.
- February 2nd, 2009, 7:30 pm
- Forum: Strategies & Tips
- Topic: The South Guard help
- Replies: 30
- Views: 9713
Re: The South Guard help
Is there a way to beat Into the Depths without having any high level units to recall? I recalled quite a few units in the previous level, so I'm wondering if I can beat it without going back and beating the previous level without recalling. Or would you guys say levels are generally unbeatable witho...
- February 2nd, 2009, 2:22 am
- Forum: Mainline Campaign Development
- Topic: The South Guard
- Replies: 451
- Views: 918681
Re: Beginner Campaign: The South Guard
Ahh, I see. That makes sense, thanks! I guess outlaws are purgeable too, then.Turuk wrote:Unlucky Wizard, it does indeed mean to kill the two leaders. The enemy are undead, and so the meaning of the word is "to purge or clean." The player is purging the land of the undead abominations.
- February 2nd, 2009, 2:11 am
- Forum: Mainline Campaign Development
- Topic: The South Guard
- Replies: 451
- Views: 918681
Re: Beginner Campaign: The South Guard
Hi, I'm playing through through this campaign and really enjoying it. :) However, on the fourth scenario "Vale of Tears", I'm perplexed by the word "cleanse", and I can't seem to find any direct mention on the forums of what exactly is meant by it. What exactly does "cleanse...
- February 2nd, 2009, 2:00 am
- Forum: Strategies & Tips
- Topic: WHAT TO DO if you can't beat a scenario in a campaign:
- Replies: 62
- Views: 103676
Re: WHAT TO DO if you can't beat a scenario in a campaign:
First, if it's from an official campaign (Or The Dark Hordes, which was once official), the Wiki page has many walkthroughs on those scenarios. okay, the link that elvish pillager gave to the wiki takes me to a page that says MainLine campaign. the page cannot be found, you can search for it or edi...
- February 2nd, 2009, 1:29 am
- Forum: Ideas
- Topic: 2 ways to reduce randomness
- Replies: 15
- Views: 3052
Re: 2 ways to reduce randomness
Well, having the player pick them would be too easy on the player, although it's a possibility. Making the player wait introduces a little bit of extra strategy and planning. Though I might end up going with letting the player pick. Possibly, but the argument that making them wait involves a bit mo...
- February 2nd, 2009, 12:36 am
- Forum: Ideas
- Topic: 2 ways to reduce randomness
- Replies: 15
- Views: 3052
Re: 2 ways to reduce randomness
- Chance to hit: A global "chance counter" starts at 0. Every time an attack is performed, the percentage to hit is added to the counter. If the counter reaches 100 or above, the attack succeeds and 100 is subtracted from the counter. Otherwise, the attack fails. Predicting what to attack...
- February 2nd, 2009, 12:04 am
- Forum: Ideas
- Topic: 2 ways to reduce randomness
- Replies: 15
- Views: 3052
Re: 2 ways to reduce randomness
- Chance to hit: A global "chance counter" starts at 0. Every time an attack is performed, the percentage to hit is added to the counter. If the counter reaches 100 or above, the attack succeeds and 100 is subtracted from the counter. Otherwise, the attack fails. Predicting what to attack...
- February 1st, 2009, 9:04 pm
- Forum: Ideas
- Topic: 2 ways to reduce randomness
- Replies: 15
- Views: 3052
Re: 2 ways to reduce randomness
And it doesn't take into account additional traits that are unit- or species-specific, such a fearless and dextrous. I have an idea how to take this into account. Since there are 10 possible combinations when a unit has a 5th trait, make every other unit that is recruited have the special 5th trait...
- February 1st, 2009, 8:48 pm
- Forum: Ideas
- Topic: 2 ways to reduce randomness
- Replies: 15
- Views: 3052
Re: 2 ways to reduce randomness
You're welcome to fork the engine and implement such modes yourself. However, the devs like the luck the way it is. It has been worked and reworked, argued and re-argued far, far too many times now. You should be aware that suggestions regarding changing luck in any way shape or form are generally ...