Search found 122 matches

by Mawmoocn
Yesterday, 4:12 am
Forum: Strategies & Tips
Topic: How do you sort/classify multiple replays/save file branches from same/different campaigns?
Replies: 2
Views: 87

Re: How do you sort/classify multiple replays/save file branches from same/different campaigns?

It's similar. "branch" := loading anything other than the latest save The name or the new directory would obviously include the starting point of the branch (or if thats clear then not) and potentially the direction/strategy - like scenario name or strategy description. "branch" = keeping different ...
by Mawmoocn
January 20th, 2020, 5:44 pm
Forum: Strategies & Tips
Topic: How do you sort/classify multiple replays/save file branches from same/different campaigns?
Replies: 2
Views: 87

How do you sort/classify multiple replays/save file branches from same/different campaigns?

Greetings, I’m having trouble on sorting multiple save files due to restarting the campaign from a certain spot (scenario checkpoint?) or start from scratch. The reason I keep these save files/replay is to, watch/save time/(because it’s interesting) and testing other strategies, but it already has g...
by Mawmoocn
January 14th, 2020, 11:43 am
Forum: Ideas
Topic: Another Statistical Measure
Replies: 10
Views: 732

Re: Another Statistical Measure

2. If a unit is generally expected to die (say 90%) and does, then a record of that expectation and fulfillment is made. I think you should record any chance of death (0.0001% or lower but not 0) as your data won’t show the difference (of luck? / skill?) if you kill a unit at lower percentage (even...
by Mawmoocn
January 4th, 2020, 3:13 pm
Forum: Ideas
Topic: Unit Names
Replies: 23
Views: 3105

Re: Unit Names

I think even aside from gender, this idea is a bit problematic. Ideally the unit name provides the player with simple means to remember what a unit may do or excel at. I’ve reread his proposal and based on my own interpretation, he wants unit names relative to their given faction/alliance (basicall...
by Mawmoocn
December 30th, 2019, 3:06 pm
Forum: WML Workshop
Topic: Game speed
Replies: 4
Views: 255

Re: Game speed

Delays are due to units needing time to animate their actions. If you skip AI actions and skip combat, it gets quicker and there’ll be no ‘animation’ delay. Though sometimes I encounter delays on other UMC campaigns with skip AI and combat option ticked. Mainly it’s because the unit I have is near i...
by Mawmoocn
December 14th, 2019, 10:40 pm
Forum: Writers’ Forum
Topic: An idea of generic tutorial campaign
Replies: 16
Views: 878

Re: An idea of generic tutorial campaign

The reason why I like generic storyline for tutorial campaign is because it helps you detach yourself when they die and it can work standalone without excess strings attached. Basically the aim was to let the player learn that those heroes will not join you on the main campaign. While creating a spe...
by Mawmoocn
December 14th, 2019, 12:02 am
Forum: Writers’ Forum
Topic: An idea of generic tutorial campaign
Replies: 16
Views: 878

Re: And idea of generic tutorial campaign

I cannot understand what you are speaking about. Guess you speaking about tutorial with Lisar and Konrad. It’s about the first scenario tutorial, some weakness of the first scenario tutorial, the difference between “constricted (one way)” learning vs the real time application after learning with ex...
by Mawmoocn
December 12th, 2019, 5:15 pm
Forum: Writers’ Forum
Topic: An idea of generic tutorial campaign
Replies: 16
Views: 878

Re: And idea of generic tutorial campaign

I think making it team specific tutorial wouldn’t work as there’re too much options. Unit specific tutorial is a ton of work with complicated results that depends on goals (exceptions messes things). Um but generic plot line wouldn’t work on grand design plot unless you intend to show the “effect” o...
by Mawmoocn
December 2nd, 2019, 6:41 am
Forum: Ideas
Topic: Unit Names
Replies: 23
Views: 3105

Re: Unit Names

For example the Japanese Samurai is simply known by that name in every language. Based from this (correct me if I’m wrong), you want a profession based name like Pirate Leader converted to Pirate Captain. Basically I think you want "job" names without the "-man". Real world example is: foreman to s...
by Mawmoocn
December 1st, 2019, 4:28 am
Forum: Scenario & Campaign Development
Topic: On SP Scenario Design Principles
Replies: 2
Views: 322

Re: On SP Scenario Design Principles

Hello, I don't consider myself as a expert player, I played some high difficulties with many restarts ... In my opinion, most difficulties are due to AI behavior and map design. When I first started this game, the raw elements of the game haven't sink in yet, but the most important aspect besides AI...
by Mawmoocn
November 25th, 2019, 11:00 am
Forum: Ideas
Topic: Unit Names
Replies: 23
Views: 3105

Re: Unit Names

Man is originally gender neutral, so it boils down to whether you want the "-man" out. Gender neutral, gender personality, role concentration, are the potential reasons for removing or personalizing gender specific roles, either with the "-man" or without. The current model somehow follows race and ...
by Mawmoocn
November 14th, 2019, 6:10 pm
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3755

Re: Indicating hexes that heal / illuminate / etc?

Hex under effect of Illumination is already indicated, by hex having light-rays graphic, or halo of neighboring unit with the Illuminates ability, even if halo fx is missing you can look at alignment bonus values displayed on the sidebar to determine which hexes have it, when hovering the mouse cur...
by Mawmoocn
November 14th, 2019, 5:47 pm
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 2216

Re: more difficulty levels and max gold limit

You could add an extended menu option and then allow more fine-tuned control, including changing statistics of units e. g. decrease their hp by a percentage (similar as to how warcraft 3 handled that). The drawback is that it can make the game more complicated I agree that it can be confusing but, ...
by Mawmoocn
November 8th, 2019, 7:43 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3755

Re: Indicating hexes that heal / illuminate / etc?

I like the Alternative to 1 tile only illuminate very much I hope that works or some part of illumination aura, are part of the final design for illuminate (it looks cool, but I understand if it doesn't become part of the final design). I don't think the first two examples you gave for three light ...
by Mawmoocn
November 7th, 2019, 1:24 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3755

Re: Indicating hexes that heal / illuminate / etc?

What happen currently if you hover over a tile adjacent to a Mage of Light ? That’s something like B1 and B2 unless there’s another illuminates ability like E3 , E5 and E6 , but like Spixi said, it won’t apply to terrains that create their own light source (this also applies to Mage of Light, if th...