Search found 28 matches
- May 8th, 2016, 4:00 pm
- Forum: Multiplayer Development
- Topic: [1.13+] Oten's Mods
- Replies: 10
- Views: 5569
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...
- May 1st, 2016, 11:53 pm
- Forum: Music & Sound Development
- Topic: My new sountrack for Wesnoth
- Replies: 10
- Views: 11208
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...
- April 28th, 2016, 2:31 pm
- Forum: Website
- Topic: Add Official Changelog Reply in Gameplay Feedback Forum
- Replies: 3
- Views: 3392
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 ...
- April 28th, 2016, 12:59 am
- Forum: Website
- Topic: Add Official Changelog Reply in Gameplay Feedback Forum
- Replies: 3
- Views: 3392
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 ...
- April 27th, 2016, 2:46 pm
- Forum: Users’ Forum
- Topic: [POLL] What mainline campaign you like most?
- Replies: 11
- Views: 7299
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 ...
- April 26th, 2016, 6:41 pm
- Forum: Multiplayer Development
- Topic: [1.13+] Oten's Mods
- Replies: 10
- Views: 5569
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...
- April 26th, 2016, 12:07 pm
- Forum: Users’ Forum
- Topic: Your team wins but "You are Defeated"
- Replies: 3
- Views: 1595
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...
- April 26th, 2016, 2:14 am
- Forum: Multiplayer Development
- Topic: [1.13+] Oten's Mods
- Replies: 10
- Views: 5569
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"). ...
- April 25th, 2016, 10:53 pm
- Forum: Multiplayer Development
- Topic: [1.13+] Oten's Mods
- Replies: 10
- Views: 5569
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. Th...
- April 25th, 2016, 10:49 pm
- Forum: Users’ Forum
- Topic: Your team wins but "You are Defeated"
- Replies: 3
- Views: 1595
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...
- April 25th, 2016, 8:53 pm
- Forum: Multiplayer Development
- Topic: [1.13+] Oten's Mods
- Replies: 10
- Views: 5569
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...
- April 25th, 2016, 3:35 pm
- Forum: Multiplayer Development
- Topic: [1.13+] Oten's Mods
- Replies: 10
- Views: 5569
[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...
- April 20th, 2016, 2:34 pm
- Forum: Coder’s Corner
- Topic: Improve Add-ons Manager
- Replies: 5
- Views: 2872
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...
- April 14th, 2016, 5:10 pm
- Forum: Scenario & Campaign Development
- Topic: Alternative campaign's mechanics approach
- Replies: 33
- Views: 15425
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...
- April 11th, 2016, 6:55 pm
- Forum: Scenario & Campaign Development
- Topic: Alternative campaign's mechanics approach
- Replies: 33
- Views: 15425
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...