Search found 209 matches

by sparr
April 18th, 2006, 6:15 pm
Forum: Art Contributions
Topic: saturation
Replies: 37
Views: 8166

thanks Sapient, I had forgotten about CandyLand :)

Image
by sparr
April 18th, 2006, 8:03 am
Forum: Multiplayer Development
Topic: maps by ascendant
Replies: 13
Views: 1688

still too much grassland, and too few interesting borders. the strategic complexity of a map is heavily influenced by how many terrainA-terrainB borders you have to cross to get to each village/keep.
by sparr
April 17th, 2006, 5:46 pm
Forum: Multiplayer Development
Topic: maps by ascendant
Replies: 13
Views: 1688

dont put too many map tags on one thread, they slow down some browsers. id suggest deleting the one you replaced.
by sparr
April 17th, 2006, 3:00 pm
Forum: Multiplayer Development
Topic: maps by ascendant
Replies: 13
Views: 1688

too much grass is bad. too much contiguous grass is worse. a few forest and hill hexes across the grasslands would serve to even things out a lot.
by sparr
April 17th, 2006, 12:49 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth for xbox?
Replies: 4
Views: 2260

he meant port it to modded xboxes, where people can download and play free games. theres an xbox port of sdl, i think Super Mario War uses it.
by sparr
April 16th, 2006, 3:33 pm
Forum: Multiplayer Development
Topic: fast & tiny 3 player map
Replies: 9
Views: 2305

as someone else hinted, the terrain you want is Void, which is the space character. it isnt available in the map editor. what you need to do is open your map in a text editor and replace ever 'W' with a ' ' (space).
by sparr
April 14th, 2006, 8:16 pm
Forum: Website
Topic: Images..
Replies: 16
Views: 5077

the source code to your game would have to be available under the GPL if you compile wesnoth's GPLed artwork into it.
by sparr
April 14th, 2006, 4:19 pm
Forum: Strategies & Tips
Topic: Whats better? Damage vs number of attacks
Replies: 33
Views: 7532

actually, all else being equal, damage is better with leadership. its all about the math. rounding in wesnoth is done >.5 goes up, <.5 goes down, and .5 goes towards the original value. this means that for any bonus the final value is going to round DOWN a little more often, which means you want les...
by sparr
April 14th, 2006, 4:04 pm
Forum: Users’ Forum
Topic: The "Help Wesnoth" button, what's it do?
Replies: 18
Views: 2467

supposedly you can use the URL listed in that window to view your own stats, but mine always stay blank :(
by sparr
April 14th, 2006, 4:03 pm
Forum: Ideas
Topic: idea - faction hiding choice in multiplayer
Replies: 10
Views: 1683

This idea should also lead to a fix for loaded games... If a player picked random and the game crashed on turn 2 its annoying that his faction is revealed on the new game screen when you reload the save.
by sparr
April 14th, 2006, 3:51 am
Forum: Strategies & Tips
Topic: Whats better? Damage vs number of attacks
Replies: 33
Views: 7532

In an even fight, more smaller attacks every time. 4-4 over 8-2 any day. I will even take the smaller attacks to a slight numerical disadvantage in some cases, such as a 4-4 archer vs a 18-1 thunderer. There is of course a happy medium, and some close cases could go either way (4-5 vs 5-4), but acro...
by sparr
April 11th, 2006, 1:48 pm
Forum: Art Contributions
Topic: Multihex terrain
Replies: 15
Views: 3214

plus it has no defining attributes in the center. you have to be able to tell that non-transition hexes are mountain too, in case shroud covers up the edges. just using another color doesnt cut it, we have too many shades of brown already.
by sparr
April 11th, 2006, 12:28 am
Forum: Ideas
Topic: Discussion on LKML
Replies: 7
Views: 1340

one thing most people dont realize about environment variables is that they dont have to be exported. they can be specified for ONE application and then are discarded.

PATHTODATA=/usr/share/games/wesnoth wesnoth

this is the traditionally accepted way to accomplish such things.
by sparr
April 10th, 2006, 8:20 pm
Forum: Strategies & Tips
Topic: Help: Undead Crossing
Replies: 4
Views: 1280

Send a couple of ground units west of the crossing. When the sea monster spawns make sure all of your units in the water are on the far east edge, so the sea monster can't get to them. This will cause it to go south towards your ground units, who can lure it onto land, or at least swamp, to surround...
by sparr
April 10th, 2006, 4:04 pm
Forum: Ideas
Topic: Different effects for plague, poison, heal and slow.
Replies: 7
Views: 1253

since 1.1.something