Search found 1883 matches
- March 3rd, 2025, 10:31 am
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
Sorry I've been slow on new ships and other things I need to give feedback on, I think I'll be back any week now. I got a couple first drafts for some elf and orc ships. Not much done yet, but it's at least a potential avenue or two. Elf ships look nice! Orc ships... the top-left one (I assume high...
- January 18th, 2025, 3:30 pm
- Forum: Multiplayer Development
- Topic: Unit Color Variation/Changer (Skin/Scale/Armour)
- Replies: 44
- Views: 89847
Re: Unit Color Variation (Skin/Scale/Armour)
If the add-on supports humans at some point, being able to recolor the loyalist/HI/etc. armor would be great
- January 8th, 2025, 5:14 pm
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
That makes sense; I have a hard time evaluating "unwieldy". I've buffed the carracks' rams to 35 (too much?), as well as some other various ship stats. yeah, 35 makes sense for testing. If it turns out to be too much it can be nerfed later. In case of the raiders, I think 25-2 and 35-2 is...
- January 8th, 2025, 1:10 pm
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
Looking at latest stats: I think Merchant/Pirate carracks'/Ghost Ships' 25-1 is a bit too weak for a lvl3 (and it could be argued that for even the lvl2 derelict it's a bit underwhelming as well), even if art-wise they have the same hull. While in normal wesnoth ranged units get low melee damage to ...
- January 6th, 2025, 6:32 pm
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
Making transports tied to an optional macro seems like a decent idea - useful for scenarios that rely on it, but doesn't cause too much headache for scenarios that don't. I also agree that having only the "only attacking units in water" effect without self-damage may be better for consiste...
- January 4th, 2025, 8:26 am
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
- simulate healing/poison/resting while inside ships. Thankfully none of those can kill units. Would this be just manually simulating mainline healing/poison effects (so only regen +8 and regen +4 but not custom modded regeneration versions), or would it be a more general "trigger any [healing...
- January 2nd, 2025, 7:19 am
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
- January 1st, 2025, 9:09 pm
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
@Dalas Anyway, thinking further about transport, if it does get implemented, there are also some very important design questions like: What happens if a transport gets killed while having passengers? Option A: passengers inside just die. pros: -slightly less likely to cause softlocks (but they are s...
- December 31st, 2024, 9:09 am
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
Doofus's current versions always get mechanical, and also get 1 of quick/resilient/fearless. I agree with keeping mechanical, I'm against quick/resilient/fearless. Slows is part of the design of the Pirate Carrack, so I'd prefer to keep ships vulnerable to it if possible. Agreed. That's an interest...
- December 30th, 2024, 9:00 pm
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
Yeah, I expected transports to be controversial. I'm not wedded to the idea - especially since it would be a lot of work for me to implement - but let me give my reasoning first: When campaigns and UMC use ships, the ships often transport other units - either as actual gameplay or just in a cutscen...
- December 30th, 2024, 5:39 pm
- Forum: Faction & Era Development
- Topic: New Core Ships - Design and Stats Discussion
- Replies: 55
- Views: 26131
Re: New Core Ships - Design and Stats Discussion
looking at the current proposed stats, some thoughts: -adding new ships can work as long as the old fake unit ships remain for UMC backwards compatibility -Not really sure about transport abilities, Such a mechanic deviates quite significantly from wesnoth's design, and is likely to cause lots of pr...
- November 26th, 2024, 9:53 am
- Forum: WML Workshop
- Topic: Forbid unstored unit to move and attack
- Replies: 3
- Views: 965
Re: Forbid unstored unit to move and attack
Instead of this
You need this:
{VARIABLE infected.movementpoints 0}
{VARIABLE infected.attacks 0}
You need this:
{VARIABLE infected.moves 0}
{VARIABLE infected.attacks_left 0}
- November 14th, 2024, 9:25 am
- Forum: Faction & Era Development
- Topic: 1.20 balance change for Core Eras and Units made by the Balance Team
- Replies: 53
- Views: 13372
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Different unit lines or variations with slightly different names + different sprites could potentially work, as long as the standard Footpad line stays as is for SP/add-ons. In that case the axe version would be used in MP + some SP content, while the standard footpad would be mostly SP-only I think...
- November 13th, 2024, 7:49 pm
- Forum: Multiplayer Development
- Topic: Pestilence (city management scenario 1.16,1.18)
- Replies: 8
- Views: 8380
Re: Pestilence (city management scenario 1.16,1.18)
Version 2.0.0 of Pestilence is out on 1.18, introducing difficulty options, new policies, and balance changes to existing policies after some testing. Changelog: -added difficulty options at the start of the scenario: Easy, Normal, Hard, Apocalypse -if you start the scenario with only one side, now ...
- November 12th, 2024, 7:38 pm
- Forum: Faction & Era Development
- Topic: 1.20 balance change for Core Eras and Units made by the Balance Team
- Replies: 53
- Views: 13372
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Looks promising. I fully support the idea of using 1.16 as a new baseline. 1.18 was far too extreme and controversial of an update compared to the previous 8 stable versions - the most egregious changes being the arcane rework, the elf changes, and the very strange xp changes (like 43/46 for lvl2 or...