Search found 76 matches

by optimother
October 31st, 2015, 8:49 pm
Forum: Multiplayer Development
Topic: Capture the Flag mod
Replies: 2
Views: 2553

Re: Capture the Flag mod

If you have the interest to continue the idea — feel free to do it, I can send you password for publishing the add-on, because I don't quite have enough time to maintain it.
by optimother
October 31st, 2015, 8:45 pm
Forum: Ideas
Topic: Gentle approach to removing random
Replies: 31
Views: 12880

Re: Gentle approach to removing random

I uploaded new version — in case when defense is undefined it's considered to be 50%. Some weird terrain or modifier have nil value.
by optimother
November 24th, 2014, 8:27 am
Forum: Ideas
Topic: [WML] Event: name = aura_gain, aura_fade
Replies: 5
Views: 2650

Re: [WML] Event: name = aura_gain, aura_fade

Your idea about [aura] tag is good, but I would like to add one more key. [aura] fire_event_on_gain=event_one fire_event_on_fade=event_two * * fire_event_on_turn_refresh=event_three * * [/aura] To allow implementation of auras with periodic effects. I like it very much, because this would allow a c...
by optimother
October 22nd, 2014, 7:24 am
Forum: Ideas
Topic: Sprite Scaler
Replies: 34
Views: 10304

Re: Sprite Scaler

Great! 2x is perfect to me. But 5x is often indeed better with dark outlines.
by optimother
October 21st, 2014, 6:49 am
Forum: Ideas
Topic: Sprite Scaler
Replies: 34
Views: 10304

Re: Sprite Scaler

5x looks awesome, while 2x and 4x are less so. I suppose because of the black outline around same-colored regions, is it possible to try side-by-side comparison with vs without it? Or maybe add outline only for darker colors? It's really nice for some, but duelist and rogue look really scary with it...
by optimother
October 19th, 2014, 5:19 am
Forum: Art Workshop
Topic: Cadet Unit
Replies: 2
Views: 1443

Re: Cadet Unit

I'm not an Wesnoth art guru but I'd like it to be more distinct from Peasant, this is too easy to mix up.
by optimother
October 14th, 2014, 4:53 am
Forum: Game Development
Topic: [DIY] making html5 wesnoth-themed roguelike
Replies: 167
Views: 40274

Re: [DIY] making html5 wesnoth-themed roguelike

Showing under the tile will somewhat clutter the map, I think one of these is better: 1. Homm3-like, show in status bar. In our case use smaller font size for top log and write it there. Like Orc Sovereign 5000hp ... (all what is there now in big font). <newline and small font>You will deal 3dmg. 2....
by optimother
October 13th, 2014, 8:05 am
Forum: Game Development
Topic: [DIY] making html5 wesnoth-themed roguelike
Replies: 167
Views: 40274

Re: [DIY] making html5 wesnoth-themed roguelike

One more improvement idea: currently you cannot it's very hard to plan your attack because some higher math involved in armor effect, aura etc. It'd be nice to see the approx damage you'll deal, because for example you have 4x47 which seems enough for a 37hp but it turned out to be not.
by optimother
October 13th, 2014, 4:38 am
Forum: Scenario & Campaign Development
Topic: No Randomness Mod Released
Replies: 53
Views: 20061

Re: No Randomness Mod Released

I was watching that topic while it was active. I don't think that it's a bad idea, but it's too much a different approach. It's different only to solve issues with poisoning, slowing, rounding and preserving original balance. The topic is inactive because I don't know what to improve further, it se...
by optimother
October 12th, 2014, 6:25 am
Forum: Scenario & Campaign Development
Topic: No Randomness Mod Released
Replies: 53
Views: 20061

Re: No Randomness Mod Released

Think of this case. A monster deals 1 damage with 10 attacks. It attacks a fencer standing on a village (70% defence), dealing 0 damage with each hit, 0 in total. However, if it was rounded up, it would deal 1 damage with each hit, dealing 10 damage in total. The fencer should take in average 3 dam...
by optimother
October 9th, 2014, 1:46 pm
Forum: Game Development
Topic: [DIY] making html5 wesnoth-themed roguelike
Replies: 167
Views: 40274

Re: [DIY] making html5 wesnoth-themed roguelike

Oops, typo. Of course, ctrl is wrong, it is shift+S / shift+W / shift+Q, as you probably found already. I tried all keys except Shift :) +1 to ChaosRider. The number of features is enough, time to make some use of them. I tried to play level 130 elvish archer, fighter and human knight. The differen...
by optimother
October 9th, 2014, 6:58 am
Forum: Game Development
Topic: [DIY] making html5 wesnoth-themed roguelike
Replies: 167
Views: 40274

Re: [DIY] making html5 wesnoth-themed roguelike

SAVE/LOAD - check [OPTIONS] or type Ctrl+S / Ctrl+W / Ctrl+Q (quicksave) Ctrl+S interferes with browser's save, ctrl+w is a common shortcut to close current tab/window, cmd+q quits instantly. That's exactly what we asked for. I was pressing ctrl/cmd+s and possible combinations to find out is workin...
by optimother
September 29th, 2014, 8:50 am
Forum: Game Development
Topic: [DIY] making html5 wesnoth-themed roguelike
Replies: 167
Views: 40274

Re: [DIY] making html5 wesnoth-themed roguelike

Bug fixes: [x] Trapdoors sometimes had no matching stairs in Caves I thought it's an intentional element of risk, and kind a liked it :) [x] Night Vision range equals to max( 3.0, ranged attack ) + 0.5, leading to sight increase for long-ranged units, e.g. Dwarven Thunderer. No more dark-corner sni...
by optimother
September 27th, 2014, 1:41 pm
Forum: Game Development
Topic: [DIY] making html5 wesnoth-themed roguelike
Replies: 167
Views: 40274

Re: [DIY] making html5 wesnoth-themed roguelike

But.. There are weapons shops, where you can buy hp, attack and armor, right? You can pump up all characteristics of your hero.. Hm, I've never run across them in the underground. Btw, as a level 9 thunderer with 1x23 ranged attack and holy aura I stepped down to the underground and cleared it enti...