Search found 28 matches

by Otengam
May 8th, 2016, 4:00 pm
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 1814

Re: [1.13+] Oten's Mods

Thanks for saying! I feel I've added more options to the normal gameplay and changing the values by even 1 can have subtle and powerful effects. The interesting thing would be finding a good balance for those settings that multiplayers can agree on. For campaigns, all these mods add a bit more fun a...
by Otengam
May 1st, 2016, 11:53 pm
Forum: Music & Sound Development
Topic: My new sountrack for Wesnoth
Replies: 10
Views: 4236

Re: My new sountrack for Wesnoth

I agree with Sire for all points. Theme 1 can definitely be repeated (with some variation?) instead of Theme 2 with Theme 2 being the main part of a different piece. The buildup and transitions are really good. I know it's not original feedback but Sire really did get the main points down! I guess I...
by Otengam
April 28th, 2016, 2:31 pm
Forum: Website
Topic: Add Official Changelog Reply in Gameplay Feedback Forum
Replies: 3
Views: 1256

Re: Add Official Changelog Reply in Gameplay Feedback Forum

Another idea is instead of replies (which would further clutter the threads) there could be a new thread started for each release series of Wesnoth, maybe with the changelog included in the first post. Also, one thing that really needs to be added to the Feedback forum is a link to the bug tracker ...
by Otengam
April 28th, 2016, 12:59 am
Forum: Website
Topic: Add Official Changelog Reply in Gameplay Feedback Forum
Replies: 3
Views: 1256

Add Official Changelog Reply in Gameplay Feedback Forum

Reading through the Gameplay Feedback of campaigns it's clear that there's been a bit of updates to the scenarios. One of the feedback questions is: "(1) ... version of Wesnoth...played the scenario" which is helpful to know but for a newer player without some form of changelog there's no way for hi...
by Otengam
April 27th, 2016, 2:46 pm
Forum: Users’ Forum
Topic: [POLL] What mainline campaign you like most?
Replies: 11
Views: 3611

Re: [POLL] What mainline campaign you like most?

I wonder if some of the votes made here are because some people haven't had the time to play all the campaigns, or have forgotten some others and have only played/remember ones that sound interesting or are more fresh in the memory. I can see this as a good reason for trimming/archiving some of the ...
by Otengam
April 26th, 2016, 6:41 pm
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 1814

Re: [1.13+] Oten's Mods

I probably wasn't very clear about that in my op. They are separate addons ^^ I haven't actually tried them on 1.12 you can let me know if there are any problems but I don't really plan to make it backwards compatible. I've played BfW a few times in the past before but I only came back this April. O...
by Otengam
April 26th, 2016, 12:07 pm
Forum: Users’ Forum
Topic: Your team wins but "You are Defeated"
Replies: 3
Views: 676

Re: Your team wins but "You are Defeated"

@Nobun, just to be clear, I don't mind this in single player because it's all down to you. The issue is in a team situation (multiple players on the same team) I expect that if someone on my team wins the game by defeating the last enemy then even if I lost my leader my team mates (who still have th...
by Otengam
April 26th, 2016, 2:14 am
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 1814

Re: [1.13+] Oten's Mods

You should have downloaded it first :P It already has that feature with a slider to choose how much money each unit would cost to dismiss before their "retirement". If you use a negative cost for dismissal then that unit will give you money back ("contractual early retirement"). The justification (i...
by Otengam
April 25th, 2016, 10:53 pm
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 1814

Re: [1.13+] Oten's Mods

I just saw your post, so I did not tried your mod yet, but I find it very interresting, so I will add it for sure to the game and leave it there. As for the dimiss, may you can also add a "Conditional Dimiss" option, were the unit has to return in a castle hex to be able to dimiss him. Thanks! That...
by Otengam
April 25th, 2016, 10:49 pm
Forum: Users’ Forum
Topic: Your team wins but "You are Defeated"
Replies: 3
Views: 676

Your team wins but "You are Defeated"

It seems that the Multiplayer Scenario maps that only require you to "Defeat enemy leader(s)" will tell you: "Defeated - You have been defeated" if the game concludes with your leader dead even if your team wins. It is certainly possible to still have your units alive whilst your leader is killed an...
by Otengam
April 25th, 2016, 8:53 pm
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 1814

Re: [1.13+] Oten's Mods

Dismiss could get potentially abused to deny enemy's kill, i suggest extra condition like unit not having lesser than 1/4 of it's health to be dismissed. The 1/4 health is a good idea but I'm not sure it's necessary (I will try to add it if more people want it though). I did consider that people co...
by Otengam
April 25th, 2016, 3:35 pm
Forum: Multiplayer Development
Topic: [1.13+] Oten's Mods
Replies: 10
Views: 1814

[1.13+] Oten's Mods

Hello! These are some mods that I have created to provide players more options and control over the game. You can think of them as advanced options to the normal game. They can be extremely game changing and it could take you time to decide for yourself what settings are fair however I believe these...
by Otengam
April 20th, 2016, 2:34 pm
Forum: Coder’s Corner
Topic: Improve Add-ons Manager
Replies: 5
Views: 1241

Re: Improve Add-ons Manager

Back when I added the Description button I didn’t have any experience designing user interfaces (or in-depth knowledge of our legacy GUI1 toolkit and its API), so naturally these nuances never crossed my mind — especially since I just wanted to do our community a service and add a mechanism to disp...
by Otengam
April 14th, 2016, 5:10 pm
Forum: Scenario & Campaign Development
Topic: Alternative campaign's mechanics approach
Replies: 29
Views: 3937

Re: Alternative campaign's mechanics approach

How about the idea that recall list size is limited? There's a lot of talk about variable recall costs but how about the amount of units actually recallable? There would need to be a filter and sorting of some sort. Perhaps even better, an interface or way for the player to choose which units gets t...
by Otengam
April 11th, 2016, 6:55 pm
Forum: Scenario & Campaign Development
Topic: Alternative campaign's mechanics approach
Replies: 29
Views: 3937

Re: Alternative campaign's mechanics approach

I've found that another tactic that's staple is to out fund the AI. Early on it's easy to see the AI building large armies then stopping/slowing down until they get some villages but they'll never feel as threatening after their burst gold is gone. An interesting twist to this might be to have the A...