Search found 3171 matches

by Pentarctagon
Today, 6:49 am
Forum: WML Workshop
Topic: Image Removal Trigger
Replies: 2
Views: 44

Re: Image Removal Trigger

Yep. You can even sort-of indirectly verify this by checking your CPU usage when a [message] is being displayed vs when it's not - it'll be lower when the [message] is being displayed, since nothing on the screen is being updated.
by Pentarctagon
Today, 6:14 am
Forum: Users’ Forum
Topic: Introduce yourself here!
Replies: 517
Views: 75488

Re: Introduce yourself here!

Welcome! MP and the campaigns are entirely separate, so in general I would check the difficulty listed for each campaign and follow that, though for first starting off I would follow this . As far as finding people to play against, that would be Wesnoth's MP server, which is accessible from the main...
by Pentarctagon
Yesterday, 6:52 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 462
Views: 20068

Re: Dunefolk(previously Khalifate) race description

All of the units say "Dunefolk Human" in the sidebar, so I'm not sure saying it in the description as well adds much. If it were added though, I would swap it around, so:
An offshoot of a forgotten nomadic civilization, the human Dunefolk lay claim...
by Pentarctagon
Yesterday, 6:48 am
Forum: Art Contributions
Topic: Chasm Abyss - Animation // Mainline?
Replies: 4
Views: 150

Re: Chasm Abyss - Animation // Mainline?

That looks like it'd be pretty neat, actually.
by Pentarctagon
Yesterday, 6:42 am
Forum: Technical Support
Topic: Very long animations cause the game to crash (1.13.14)
Replies: 3
Views: 103

Re: Very long animations cause the game to crash

Tad_Carlucci wrote:
Yesterday, 3:13 am
or 1.15+dev
Nobody outside the dev team should be testing things on 1.15 at the moment :P
by Pentarctagon
April 17th, 2018, 7:02 am
Forum: Writers’ Forum
Topic: New descriptions for the Quenoth Elves
Replies: 14
Views: 399

Re: New descriptions for the Quenoth Elves

A similar thing happened with the Dunefolk race description recently, in fact.
by Pentarctagon
April 15th, 2018, 9:59 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3053

Re: Default+Dunefolk era balance

Another replay here. Also another loss for me, but I think I'm getting better, at least.
by Pentarctagon
April 14th, 2018, 6:01 pm
Forum: Art Workshop
Topic: OGL Open Game Licence
Replies: 25
Views: 1146

Re: OGL Open Game Licence

I'm really not sure what else to tell you at this point.
by Pentarctagon
April 14th, 2018, 9:36 am
Forum: Users’ Forum
Topic: Question : How does an UMC campaign become part of mainline campaigns?
Replies: 10
Views: 436

Re: Question : How does an UMC campaign become part of mainline campaigns?

There's a whole bunch of details that I and others could probably get into, but really what it comes down to is communication. If you want your campaign (or faction, or really any other UMC) mainlined, you need to make it known that you're aiming for mainline, and also be willing to listen to feedba...
by Pentarctagon
April 12th, 2018, 11:52 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3053

Re: Default+Dunefolk era balance

However, if we are talking about changes would it be worth considering reducing the units stats and then instead giving the LIMINAL a BONUS at DUSK and DAWN and no change at night? That would not actually effect the gameplay in any way but would make their stats more obviously readable. This change...
by Pentarctagon
April 12th, 2018, 8:17 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3053

Re: Default+Dunefolk era balance

A thought I had regarding Liminal - what about splitting it into two separate sets of ToD bonuses/maluses? So the current Liminal would be kept the same, which would leave anything currently using it unaffected, and instead the Dunefolk would use: Dawn Liminal — +25% for Second Watch, Dawn, Morning;...
by Pentarctagon
April 12th, 2018, 7:41 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 462
Views: 20068

Re: Dunefolk(previously Khalifate) race description

Alright, well, since no one has said anything in the last few days, I assume there's no other objections to the above set of units. In which case, all that's left is coming up with some stats for them(which I can do), and then seeing if another a more fitting sprite of the level 2 Roc can be made(s...
by Pentarctagon
April 12th, 2018, 6:58 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 462
Views: 20068

Re: Dunefolk(previously Khalifate) race description

Alright, well, since no one has said anything in the last few days, I assume there's no other objections to the above set of units. In which case, all that's left is coming up with some stats for them(which I can do), and then seeing if another a more fitting sprite of the level 2 Roc can be made(so...
by Pentarctagon
April 8th, 2018, 7:13 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 75
Views: 3053

Re: Default+Dunefolk era balance

Attached are a few replays. As I've mentioned, don't expect any sort of high level play on my part. That said, the two main things that stuck out for me were: Having liminal and lawful units makes it much more difficult to decide when to attack or how to defend, since for the majority of the time be...
by Pentarctagon
April 8th, 2018, 8:09 am
Forum: Art Workshop
Topic: OGL Open Game Licence
Replies: 25
Views: 1146

Re: OGL Open Game Licence

As long as you aren't uploading it to Wesnoth's add-ons server or trying to distribute it via Wesnoth's forums, you can use any content you like, really. Hint: You could write for 2nd: IMO we would need Paizo to release under GPL or CC - period! That would be an answer to the 2nd question. I still w...