Search found 23 matches
- December 10th, 2009, 6:48 pm
- Forum: Multiplayer Development
- Topic: 4P MP map - Balance of Power (working title)
- Replies: 0
- Views: 736
4P MP map - Balance of Power (working title)
Hello, I'm currently working on my first multiplayer map for Wesnoth. Balance of Power (working title) is a 4 player map and has an asymmetric village allocation. The map is long, with the players arranged P3(6) / P1(12) / P2(6) / P4(6). The numbers in the brackets are the villages allocated to each...
- November 13th, 2009, 7:07 pm
- Forum: Ideas
- Topic: Thunderer/Bowman Dagger/Short Sword
- Replies: 5
- Views: 2192
Thunderer/Bowman Dagger/Short Sword
This is a very minor aesthetic point but the Dwarven Thunderer uses a dagger (basically a 1 foot knife) that does 6-2(!!) damage whilst the Human Bowman uses a short sword that does a rather lower 4-2 damage. I totally agree that this is great game balance, I do not propose any change to the damage....
- November 12th, 2009, 3:13 pm
- Forum: Ideas
- Topic: Ability idea dump
- Replies: 21
- Views: 5418
Re: Ability idea dump
A few more ideas: Haste: Unit can move (and/or attack) on the same move it is recruited or recalled. - To use this in a balanced faction it would have to be an expensive scout unit or some other niche unit. Can make it very dangerous to get close to the faction leader in games. Brain drain: Weapon s...
- November 6th, 2009, 4:00 am
- Forum: Ideas
- Topic: Little clean up in the preferences
- Replies: 2
- Views: 952
Re: Little clean up in the preferences
That sounds like a helpful and sensible change. Good idea!
- November 6th, 2009, 3:58 am
- Forum: Ideas
- Topic: Modest ability proposal: Finesse
- Replies: 61
- Views: 9943
Re: Modest ability proposal: Finesse
I agree that a 10% overall increase in accuracy would be much better and less complicated. It should be for both attack and defense and should come with a slight exp increase for fencers > duellists > master at arms. Furthermore a slight cost increase for duellists and masters at arms would also be ...
- October 26th, 2009, 5:24 pm
- Forum: Ideas
- Topic: Random start location on multiplayer maps
- Replies: 7
- Views: 2303
Re: Random start location on multiplayer maps
Hi Aethaeryn, Thank you, I agree you are correct that random player number is better than random starting location. Will that be a problem vis-a-vis still allowing players to choose which teams they are on? How would you suggest making it possible to either be randomly assigned a team in a team game...
- October 26th, 2009, 5:06 pm
- Forum: Ideas
- Topic: Random start location on multiplayer maps
- Replies: 7
- Views: 2303
Random start location on multiplayer maps
Right now with multi-player maps you are restricted to choosing 'player 1, player 2, player 3' etc. on the pre-game screen and these correspond to fixed and known starting locations on each map. What I would like to propose is the following change: The ability to choose to host a game with random st...
- October 26th, 2009, 4:44 pm
- Forum: Ideas
- Topic: Multiplayer: Balancing "random race" vs specified one
- Replies: 21
- Views: 5036
Re: Multiplayer: Balancing "random race" vs specified one
Hi ALX23, Firstly I'd like to point out to you that the change that you are suggesting would only be used by people who don't use random in the first place. There are two players in every game and while you may consider your faction choice to be 'your' decision, you must also recall that picking ran...
- September 18th, 2009, 1:51 pm
- Forum: Coder’s Corner
- Topic: Westward and northward bias of AI
- Replies: 28
- Views: 10577
Re: Westward and northward bias of AI
I'd just like to add that I think that a similar bug is also present whenever the AI recruits. The units recruited are often on hexes that are opposite the direction of the opponents. Boucman: I think being able to reproduce and track down bugs is important, but when it comes to AI behaviour having ...
- September 18th, 2009, 12:13 pm
- Forum: Ideas
- Topic: More exposure for portraits (NOT on the sidebar)
- Replies: 17
- Views: 4133
Re: More exposure for portraits (NOT on the sidebar)
How about show the unit portrait when a unit promotes? You could also put in information like the kills that the unit has made and other fun stats etc. etc.
- September 9th, 2009, 8:51 pm
- Forum: Ideas
- Topic: can set mark on unit, so that player can protect useful unit
- Replies: 14
- Views: 2991
Re: can set mark on unit, so that player can protect useful unit
Aethaeryn I see what you are saying, but it overlooks other reasons why people would want to rename units (one of which, I have already given) - i.e. FLAVOUR. (naming units after favourite characters from books/films or friends etc.) The other reason is also practical: Some units may have unique abi...
- September 6th, 2009, 4:16 pm
- Forum: Ideas
- Topic: can set mark on unit, so that player can protect useful unit
- Replies: 14
- Views: 2991
Re: can set mark on unit, so that player can protect useful unit
Three points: 1. Units have names (with the exception of undead I believe) 2. Players can re-name units (if I remember correctly) 3. Why not make an option for units names to display underneath them? Then players can give a special name (or just all caps or something) to the units they consider impo...
- September 5th, 2009, 6:41 pm
- Forum: Strategies & Tips
- Topic: Bats: Flying Wonders?
- Replies: 148
- Views: 38123
Re: Bats: Flying Wonders?
My theory is that the gigantic fungal growths that are mushroom grooves grow in damp dark caves, which are hard for most units to move through. Although this theory fails to explain why BATS are struggling to move through the caves (with mushrooms inside). To take an analogy from Batman imagine Batm...
- September 3rd, 2009, 9:43 am
- Forum: Ideas
- Topic: Split the AI system for better MP performance
- Replies: 10
- Views: 2380
Re: Split the AI system for better MP performance
I thought about what you are saying and I think you might have a good point. Now the arguments I had were basically that in MP the AI cannot afford to be reckless because it (ideally) has to compete on even terms with the human and therefore must conserve its resources and use its units intelligentl...
- September 2nd, 2009, 7:12 pm
- Forum: Coder’s Corner
- Topic: New AI Design for Wesnoth 1.7
- Replies: 51
- Views: 21462
Re: New AI Design for Wesnoth 1.7
Hey pauxlo , Thank you for your input. I see what you are saying but I think you missed a bit at the end where I wrote: Finally run some sort of algorithim that smears out the data in the array so that adjacent hexes will share values (think of it as a mathematical 'blur tool') - this may have to be...