Search found 242 matches

by nemaara
July 20th, 2019, 8:00 pm
Forum: Mainline Campaign Development
Topic: The South Guard
Replies: 447
Views: 113044

Re: The South Guard

1. I guess that's written in, but I suppose he could possibly live 500 years if he had a particularly strong connection with the faerie world. The rest of the lore isn't totally clear wrt strict limits on Elvish lifespan, so I'll leave it for now. (Also technically it doesn't say he was alive at tha...
by nemaara
July 8th, 2019, 5:50 am
Forum: Scenario & Campaign Development
Topic: A New Order.
Replies: 541
Views: 120427

Re: A New Order.

Yes, wesnoth exit. If I launch wesnoth by command line, nothing appears in the terminal (I am on windows so maybe I am not doing this right). EDIT: removing all other extensions still leads to a crash. I've uploaded a new version on the addons server (courtesy of sevu) that hopefully fixes the issu...
by nemaara
June 4th, 2019, 2:00 pm
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]
Replies: 313
Views: 64847

Re: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]

Okay yah, bit of a late reply, but I can comment on these issues. I can reorder the AMLAs later, but basically they're usually in order of melee upgrades, then ranged upgrades, then default. I'm planning on removing the default AMLA anyway. S15, Aryel isn't supposed to be able to recruit. The object...
by nemaara
April 27th, 2019, 3:33 pm
Forum: Scenario & Campaign Development
Topic: Scenario Development Question
Replies: 18
Views: 1092

Re: Scenario Development Question

The scenario Pebbles in the Flood (from The South Guard's bandit branch) has nice clean WML, and a good feedback thread . Note: the most recent replay in the feedback thread doesn't work with the latest version of 1.14, and there are several actions ( 4050 ) needed to skip forward through the campa...
by nemaara
April 21st, 2019, 6:10 pm
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]
Replies: 313
Views: 64847

Re: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]

That sounds a lot like a macOS problem. :hmm: I think that there was a patch for some mac problems that went out recently (in the past couple days), but not totally sure. Alternatively, it might not be released yet, but will be soon. Not sure if it's related to this problem, or what's making your ga...
by nemaara
April 21st, 2019, 6:08 pm
Forum: Scenario & Campaign Development
Topic: Descent into Darkness revised
Replies: 25
Views: 2531

Re: Descent into Darkness revised

Yes, but don't use the addon to make the script. Use what's on the master branch in the github repository; that's the most up to date.
by nemaara
April 20th, 2019, 3:26 am
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]
Replies: 313
Views: 64847

Re: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]

Well, it doesn't crash for me. I'm staring at my code and I just don't understand what's wrong with it, so I'm guessing maybe there's a problem with the macOS version or something. I really don't know what the issue is. :augh: I guess what I can do is activate the event for you and give you a corres...
by nemaara
April 19th, 2019, 2:54 am
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 4513

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

The buff in damage wasn't for the swordsman, I think that one seems balanced, if even a little strong. I was suggesting it for the blademaster, who only gains 4 dmg on its marksman attack, I think it could gain maybe 5-6 dmg instead (so no longer 16-2, but 17-2 or 18-2 marksman). Reason is it's rare...
by nemaara
April 19th, 2019, 12:51 am
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]
Replies: 313
Views: 64847

Re: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]

(Sorry for being late – life) It still crashes whenever I move up with any unit to trigger the volcano event on s2 even after replacing 17a. I attached the log - Hope that could help Did you reload the start of scenario file? Replacing S17a probably doesn't have any effect unless you do that. If th...
by nemaara
April 19th, 2019, 12:36 am
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 4513

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Some comments on the current version (most of these new comments are now for level 2s and 3s, I think level 1s are still fine for the most part): In the skirmisher line, I find it a little odd that the melee attack starts out as a 4-4 attack, then changes to an 8-3 upon level up (basically, losing a...
by nemaara
April 17th, 2019, 3:50 am
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]
Replies: 313
Views: 64847

Re: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]

froakie wrote:
April 14th, 2019, 10:27 am
Same deal same problem over the volcano. Win10 64bit with English US
When the screen starts shaking the game crashes.
Did you try the fix I posted above? You need to replace S17a's file with the one I posted there. If that doesn't work, I'll need to look at your log file. :hmm:
by nemaara
April 4th, 2019, 1:54 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Naming
Replies: 101
Views: 5887

Re: Dunefolk Rework - Unit Naming & Descriptions

It doesn't strictly have to be the case, but it makes sense to me to have the Dunefolk be a nomadic faction (I think I've said this before somewhere? :lol:), so you could think about that when naming the units. It's also likely that I'll be the one editing or rewriting the descriptions when the new ...
by nemaara
April 2nd, 2019, 1:29 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 4513

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Note that I also might not have figured out how to use the Shieldbreakers properly yet, so I really wasn't sure if they were UP or not (like I also have the same feeling about fencers, they're just not all around as good as spearmen, so it could just be me). I figured the 6 MP might be overkill for ...
by nemaara
April 2nd, 2019, 12:26 am
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 4513

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

I just tried out the faction in a few games against the ai and playing against myself. Overall, I don't have too many complaints about the level 1 units. I think the Shieldbreaker is a touch weak; there's not a lot of situations where I'd want to recruit them. I think bringing the cost down by 1 mig...
by nemaara
March 31st, 2019, 10:57 pm
Forum: Art Contributions
Topic: Loyalist Units
Replies: 23
Views: 5026

Re: Loyalist Units

These look quite good. ^_^ I'd need to take a look at their sizing compared to the originals, since that's the one thing I really think should stay the same (the sprites should stay the same height, maybe +- 1 pixel). I'll also try to find time to look at them a bit more closely to see if there are ...