Search found 9 matches

by catagent101
March 30th, 2019, 12:09 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 20016

Re: Dunefolk Rework - Base Units

For the burner it seems to me the original sprite had donned a protective cap of some sort (albeit with a few hairs sticking out) rather than exposed hair. I say this because given these units are spewing flames at their enemies at close range, it seems like without protection their hair would catch...
by catagent101
March 11th, 2018, 5:09 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 70514

Re: Dunefolk(previously Khalifate) race description

About their popularity: I usually see at least one game whenever I go onto the 1.12 official server with Default + Khalifate (two right now). This doesn't count the Ageless Era and others that also include it.
by catagent101
March 10th, 2018, 12:03 am
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.6 [1.12/1.14] [Ep 1 complete]
Replies: 326
Views: 82405

Re: Genesis [SP campaign for 1.12/1.13]

I found the problem. At line 6 in the file terrain3.cfg, in Genesis Resources, the wasteland terrain is defined as "Zw", not "Uzw". After I changed it, the problem was fixed. EDIT: Also done on line 7 in _final.cfg in Genesis Resources, which caused the graphics for the terrain not to load. EDIT 2: ...
by catagent101
February 21st, 2018, 9:02 pm
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 3.2.1
Replies: 1636
Views: 271998

Re: Era of Magic (EoMa) 2.5 - 10th Anniversary!

A typo: "No decription available" should be "No description available".
by catagent101
February 21st, 2018, 5:01 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.1.3
Replies: 994
Views: 182663

Re: To Lands Unknown v2.2 - a new scenario

A bug: the cave wall terrain defined in this campaign replaces the default cave wall terrain in the editor since it has the same id.
by catagent101
February 5th, 2018, 4:28 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 70514

Re: Dunefolk(previously Khalifate) race description

The one problem I have with the current proposal is that I don't see why trolls would be involved in fights over the desert animals, or fertile land (unless the Dunefolk have taken up mushroom farming). Maybe also "in part due to the demands of their dwarvish allies."? I think you've misunderstood ...
by catagent101
February 5th, 2018, 12:30 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 70514

Re: Dunefolk(previously Khalifate) race description

The one problem I have with the current proposal is that I don't see why trolls would be involved in fights over the desert animals, or fertile land (unless the Dunefolk have taken up mushroom farming). Maybe also "in part due to the demands of their dwarvish allies."?
by catagent101
February 4th, 2018, 7:23 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 70514

Re: Dunefolk(previously Khalifate) race description

If that map is canon, then the dunefolk can just as easily reach the capital of wesnoth (weldyn) as they can reach the elves. Hmm, I can not recall whether or not that map is used in newer versions of the mainline campaign The South Guard ... The South Guard uses this map . [EDIT: I didn't look har...
by catagent101
February 2nd, 2018, 3:25 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 70514

Re: Dunefolk(previously Khalifate) race description

Before the subject of the (un)natural obstacles to the realm of the Dunefolk restarts, I would like to point something out. In the 4th scenario of SotA , some Dunefolk - merchants probably - are briefly seen running into the cargo hold, and the unit image used for them is called "khalif" in the file...