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by ForestDragon
April 28th, 2026, 5:03 pm
Forum: Users’ Forum
Topic: Thank you for not abandoning this game.
Replies: 1
Views: 160

Re: Thank you for not abandoning this game.

As someone for who wesnoth has been my favorite game since childhood (and I am now an active modder and occasional code contributor to the game), I agree, it is great how long this game stays relevant and maintained through the effort and passion of developers and modders.
by ForestDragon
March 11th, 2026, 5:19 pm
Forum: Multiplayer Development
Topic: XP Bank (MP/SP modification for 1.12-1.18)
Replies: 47
Views: 34320

Re: XP Bank (MP/SP modification for 1.12-1.18)


I noticed that the add-on wouldn't work for some units. I don't have a replay right now. I'm wondering if this is intended behavior or if it might be a bug.
Possibly a bug. But I need more details. What add-ons does this happen with? what specific units does this happen with? specific save files ...
by ForestDragon
September 29th, 2025, 5:52 am
Forum: Faction & Era Development
Topic: The Great Steppe Era (1.16,1.18 add-on server)
Replies: 164
Views: 152837

Re: The Great Steppe Era (1.16,1.18 add-on server)


Just wanna say this is by far my favorite add-on for wesnoth both in its theme and the depths of its mechanics, to the point I've literally stopped playing other add-ons. Hello. ForestDragon from the GSE team here, glad you like the mod! :)

I'm curious what the faith mechanic for the Ogre ...
by ForestDragon
March 3rd, 2025, 10:31 am
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
January 18th, 2025, 3:30 pm
Forum: Multiplayer Development
Topic: Unit Color Variation/Changer (Skin/Scale/Armour)
Replies: 51
Views: 96277

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
by ForestDragon
January 8th, 2025, 5:14 pm
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 a bit ...
by ForestDragon
January 8th, 2025, 1:10 pm
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
January 6th, 2025, 6:32 pm
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 consistency ...
by ForestDragon
January 4th, 2025, 8:26 am
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
January 2nd, 2025, 7:19 am
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

Re: New Core Ships - Design and Stats Discussion

Refumee wrote: January 2nd, 2025, 6:38 am In PaBD the passengers getting thrown out, up to 2 tiles, getting 8 fire damage and getting slowed.
Alright.
by ForestDragon
January 1st, 2025, 9:09 pm
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
December 31st, 2024, 9:09 am
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
December 30th, 2024, 9:00 pm
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
December 30th, 2024, 5:39 pm
Forum: Faction & Era Development
Topic: New Core Ships - Design and Stats Discussion
Replies: 55
Views: 31569

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 ...
by ForestDragon
November 26th, 2024, 9:53 am
Forum: WML Workshop
Topic: Forbid unstored unit to move and attack
Replies: 3
Views: 1020

Re: Forbid unstored unit to move and attack

Instead of this



{VARIABLE infected.movementpoints 0}
{VARIABLE infected.attacks 0}


You need this:



{VARIABLE infected.moves 0}
{VARIABLE infected.attacks_left 0}