Search found 26 matches
- October 13th, 2010, 8:25 pm
- Forum: Heir to the Throne
- Topic: Scenario 6: The Siege of Elensefar
- Replies: 257
- Views: 178899
Re: Scenario 6: The Siege of Elensefar
(1) What difficulty level and version of Wesnoth have you played the scenario on? Medium, 1.8.5 (2) How difficult did you find the scenario? (1-10) 10 (hardest) (3) How clear did you find the scenario objectives? Objectives are clear. (4) How clear and interesting did you find the dialog and storyli...
- May 7th, 2010, 2:32 pm
- Forum: Users’ Forum
- Topic: [Request] Less RNG swing system
- Replies: 32
- Views: 7292
Re: [Request] Less RNG swing system
this system will only help units that have many hits per turn. Please back up statements with numbers. Just to clarify, the original quote is regarding a system where luck isn't carried over from one turn to the next and I stated that such a system would help only units with many hits per turn and ...
- May 6th, 2010, 6:55 pm
- Forum: Users’ Forum
- Topic: [Request] Less RNG swing system
- Replies: 32
- Views: 7292
Re: [Request] Less RNG swing system
I fail to understand how time or turn has anything to do with hit probabilities. Making global RNG swing corrections across more than 1 turn will allow players to make outrageous moves depending on a bad RNG turn(again positive or negative) or in other words game the system. If a player starts to m...
- May 6th, 2010, 1:18 pm
- Forum: Users’ Forum
- Topic: [Request] Less RNG swing system
- Replies: 32
- Views: 7292
Re: [Request] Less RNG swing system
D'oh! Good call.Yogibear wrote:No, that is not necessary, the tile defense is incorporated into "Total expected damage"Daedal wrote: I assume you mean this is going to be somehow added or multiplied into the current chance to hit based on tile defense.
- May 6th, 2010, 1:15 pm
- Forum: Multiplayer Development
- Topic: Wesnoth II - Wesnoth 3D.
- Replies: 109
- Views: 30480
Re: Wesnoth II - Wesnoth 3D.
3D doesn't automatically mean higher detail, but it does mean more work for artists and it does mean fewer artists will have the tools and skills available to contribute to such a project. Not to mention the added processor load to render all that 3D goodness. Have you considered a compromise ? BfW ...
- May 6th, 2010, 1:03 pm
- Forum: Users’ Forum
- Topic: [Request] Less RNG swing system
- Replies: 32
- Views: 7292
Re: [Request] Less RNG swing system
This sounds a whole lot like the direction that the Karma system currently being discussed on this board is taking. Might it be a better idea to merge this idea into that one? I'll just make a few comments here... cth = ('Total expected damage'-'Total damage done')/'Total remaining damage I assume y...
- May 6th, 2010, 12:53 pm
- Forum: Users’ Forum
- Topic: [Request]Karma-ish luck system
- Replies: 35
- Views: 6552
Re: [Request]Karma-ish luck system
Hit Prob = (100% - defense rating) * (Expected Total Damage / Actual Total Damage) I think we're both getting at the same thing and this formula is fine by me. I was adding the effect of the ratio multiplied by some fudge factor while you're multiplying by the ratio. The end result is more or less ...
- May 5th, 2010, 6:18 pm
- Forum: Users’ Forum
- Topic: [Request]Karma-ish luck system
- Replies: 35
- Views: 6552
Re: [Request]Karma-ish luck system
The system described in the first post does sound a bit complicated as the OP states. How about a system based on two counters: expected damage and actual damage. Expected damage is calculated by damage per hit x number of strikes x defender's tile defense. Actual damage is just a counter for actual...
- May 5th, 2010, 12:20 pm
- Forum: Users’ Forum
- Topic: [Request]Reduce RNG influence
- Replies: 77
- Views: 18842
Re: [Request]Reduce RNG influence
I'm not convinced that reducing the RNG influence will automatically result in a balanced game. Consideration #1 - Shamans. Awesome en masse despite their apparently poor attack power due in large part to their slow attack. What happens if they start hitting more reliably? This isn't even an issue o...
- May 4th, 2010, 6:56 pm
- Forum: Users’ Forum
- Topic: [Request]Reduce RNG influence
- Replies: 77
- Views: 18842
Re: [Request]Reduce RNG influence
...RNG-algorithm apply to campaigns. Any ideas on that? I don't play MP, but as I understand it there are going to be two main differences between MP and campaign play: units in campaign play carry over into future scenarios and this is a big part of campaign balancing, and the sides in campaign pl...
- December 4th, 2009, 4:28 pm
- Forum: Strategies & Tips
- Topic: Principles and Doctrines
- Replies: 27
- Views: 6003
Re: Principles and Doctrines
This is a neat idea, but the distinction between principles, faux principles, and doctrines is a bit fuzzy IMO and I'm guessing this is why there are few responses. Could it be simplified a bit? For example: A principle is a descriptive statement that is always true. Example: A unit that gains suffi...
- April 13th, 2009, 12:09 pm
- Forum: Strategies & Tips
- Topic: If there's two tiles...for example a Village and Water
- Replies: 21
- Views: 6101
Re: If there's two tiles...for example a Village and Water
Is it documented that shallow water is water that comes up to the waist? As for fords, it's not so much the depth of the water that's tricky as it is other factors. If you live in the northern hemisphere it should be spring for you right now, which probably means there's a good running stream somewh...
- April 9th, 2009, 1:42 pm
- Forum: Strategies & Tips
- Topic: If there's two tiles...for example a Village and Water
- Replies: 21
- Views: 6101
Re: If there's two tiles...for example a Village and Water
Each combination terrain defines how it works. River ford uses best defense and best movement of shallow water and flat. Snow forest uses best defense and worst movement of snow and forest. Water village uses water defense and water movement. Rockbound cave uses best defense and worst movement of c...
- April 8th, 2009, 2:18 pm
- Forum: Strategies & Tips
- Topic: If there's two tiles...for example a Village and Water
- Replies: 21
- Views: 6101
Re: If there's two tiles...for example a Village and Water
I agree with this reaction. Double tiles are nifty, but confusing. I think there ought to be a single, simple rule regarding these tiles to bring them in line with the K.I.S.S. philosophy of BfW.Nubie wrote:I see
- April 3rd, 2009, 4:09 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Security advisory for 1.4.x
- Replies: 2
- Views: 9654
Re: Security advisory for 1.4.x
If you are still using 1.4.x and not 1.5.x (why are you doing so btw, switch to the latest dev version, it is "better" and even more stable...) Anyone that plays BfW on Ubuntu Linux and hasn't wandered to this site or bothered to figure out how to obtain v1.6 is probably still at v1.4 bec...