Search found 637 matches
- April 19th, 2020, 9:02 pm
- Forum: Ideas
- Topic: Engine support for real ranged attacks
- Replies: 27
- Views: 12652
Re: Engine support for real ranged attacks
I have a feeling the "keeping things simple" answer here is actually "yes"… And you're correct. If either min_range or max_range is specified, it should be considered a ranged attack. Specifying min without max is the same as setting them to the same value… which also gives me a...
- April 19th, 2020, 8:26 am
- Forum: Ideas
- Topic: Engine support for real ranged attacks
- Replies: 27
- Views: 12652
Re: Engine support for real ranged attacks
Not quite :) What I'm saying is just that the engine should pay attention that both the range (as in melee/ranged/whatever) and the hexes (as in min_range and max_range) match to allow retaliating. Ah, okay. Well, this is how things already are and I wasn't going to change that - ranged goes to ran...
- April 17th, 2020, 1:22 pm
- Forum: Ideas
- Topic: Engine support for real ranged attacks
- Replies: 27
- Views: 12652
Re: Engine support for real ranged attacks
Why not. But something like a malus for using it point-blank seems better in my opinion. For example, define only one range and apply a -10% malus for each hex further/closer than this range. Or more complex, min and max range with the same -10% rule for both. It shouldn't be a penalty automaticall...
- April 17th, 2020, 8:15 am
- Forum: Ideas
- Topic: Engine support for real ranged attacks
- Replies: 27
- Views: 12652
Re: Engine support for real ranged attacks
2) not by engine itself, up to individual attacks balancing. For attacks with min_range != max_range there would need to be formula variable available containing range I'm generally a 'make everything configurable' type of person, but here I'm a bit concerned about the UI. How would you present thi...
- April 16th, 2020, 6:44 pm
- Forum: Ideas
- Topic: Engine support for real ranged attacks
- Replies: 27
- Views: 12652
Engine support for real ranged attacks
Hello everyone, After a long hiatus, I've recently started tinkering with Wesnoth again and I'm trying out a couple tweaks and additions that I think might allow for a different style of gameplay. One of these things is real ranged attacks, i.e. being able to hit enemies from multiple tiles away. No...
- January 7th, 2020, 6:45 pm
- Forum: Music & Sound Development
- Topic: New music tracks proposal
- Replies: 16
- Views: 22806
Re: New music tracks proposal
Hi Gabriel, Nice work on the album! "Enchanted Forest", "Waiting for Dawn", "Dream of Peace" and "Arctic Heart" probably wouldn't add much to the repertoire, as there are quite a few songs which are fairly similar in sound/mood already. "Landscapes" ...
- July 24th, 2016, 8:51 am
- Forum: Users’ Forum
- Topic: Official Steam Greenlight discussion thread
- Replies: 65
- Views: 34645
- June 16th, 2016, 11:16 am
- Forum: Strategies & Tips
- Topic: In which cases is it better to get intelligent units?
- Replies: 18
- Views: 9622
Re: In which cases is it better to get intelligent units?
One use case I don't see mentioned is units with leadership. You want to keep those guys one level above the crowd for maximum efficiency, and intelligence helps a lot with that. Of course, leadership eventually loses its usefulness when everyone hits level 3, but it's a great asset in the early game.
- August 2nd, 2015, 1:07 pm
- Forum: Users’ Forum
- Topic: Feedback on Wesnoth from a year's old user
- Replies: 23
- Views: 9626
Re: Feedback on Wesnoth from a year's old user
Matlab, Scilab, OpenOffice, Eclipse, Glassfish, NetBeans, all JetBrains products and tons of server-side enterprise applicationsWhere is java used?
- July 27th, 2015, 10:48 pm
- Forum: Ideas
- Topic: RNG compensation
- Replies: 9
- Views: 5481
RNG compensation
Here's my turn on this ever-actual subject. However good player you are, if it's not your day, you might be beaten by a weaker opponent due to sheer luck alone. We all know that. I haven't researched existing solutions, but as far as I know people wanting to fix this usually try to design some alter...
- July 27th, 2015, 7:18 pm
- Forum: Coder’s Corner
- Topic: Getting Started
- Replies: 66
- Views: 114595
Re: Getting Started
Sounds good. The overwhelming majority of Wesnoth sprites is 72-by-72 pixels sized so in fact even memory efficiency wouldn't be that bad.
- July 27th, 2015, 8:41 am
- Forum: Coder’s Corner
- Topic: Getting Started
- Replies: 66
- Views: 114595
Re: Getting Started
I am a bit lost in the blending issues though. Isn't blitting semi-transparent surfaces/textures is what SDL_BLEND_MODE_BLEND is for? Hm... I managed to dig up my post to the SDL forums about this topic. Since the only problem with alpha blending I mention there is its incompatibility with the soft...
- July 26th, 2015, 7:18 pm
- Forum: Coder’s Corner
- Topic: Getting Started
- Replies: 66
- Views: 114595
Re: Getting Started
Hello. I'm the guy who lead our failed attempt on SDL2. I can't link to the 'full discussion' of the topic, since it was mainly private IRC conversation and I don't have the logs anymore. I'll try to sum up the important facts here: SDL2 doesn't have a decent software fall back mode. If the video dr...
- July 5th, 2015, 8:23 pm
- Forum: Users’ Forum
- Topic: Balance of the game
- Replies: 39
- Views: 27922
Re: Balance of the game
We have specific proposals, which we will provide you for consideration, it would be nice if these changes were implemented, it may be worthwhile to talk about compensation? We'll be happy to discuss any ideas. hello, my suggestion is to give to this faction an unit like the lieutnant for loyalists...
- July 4th, 2015, 3:39 pm
- Forum: Users’ Forum
- Topic: Balance of the game
- Replies: 39
- Views: 27922
Re: Balance of the game
It's widely accepted that Undead needs a buff, but apparently nobody in the current development team (which consists of about five people) has both the relevant expertise and will to fix the situation. I’m afraid, that my child can get an emotional trauma if he will get the race, that has the least ...