Search found 3529 matches

by Pentarctagon
January 6th, 2019, 12:53 am
Forum: Website
Topic: Website Safety?
Replies: 11
Views: 658

Re: Website Safety?

What anti-virus software?
by Pentarctagon
January 1st, 2019, 7:06 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

Is this discussion on-going elsewhere still, or has it quieted down entirely?
by Pentarctagon
December 24th, 2018, 4:26 pm
Forum: Developers’ Discussions
Topic: Time for 1.14.6?
Replies: 5
Views: 1042

Re: Time for 1.14.6?

Someone would need to confirm that it does definitely only affect master. edit- Actually, if I pay more attention to the issue linked, there's also: https://github.com/wesnoth/wesnoth/issues/3614#issuecomment-431486421 pofix update on the other hand make a lot more sense. By the way I fear that some...
by Pentarctagon
December 23rd, 2018, 7:18 pm
Forum: Technical Support
Topic: Connection failed: the semaphore timeout has expired
Replies: 54
Views: 9152

Re: Connection failed: the semaphore timeout has expired

This sounds like a Windows problem, ie: 1 2
by Pentarctagon
December 20th, 2018, 1:43 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

It isn't difficult to come up with a justification for pretty much any of the variations being discussed here, so getting into the weeds of things like bringing up evolution is counter productive. Those stats would make it so effective on land it could work as a regular land unit. while being incred...
by Pentarctagon
December 19th, 2018, 7:13 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

And I'm not saying the naga shouldn't have good sand defense. My point really is just that I don't want other parts of the movetype to be left the same as the Naga Fighter's because of improved sand defense. Also, I noticed that I originally somehow missed the Cave and Frozen terrains, so adding tho...
by Pentarctagon
December 19th, 2018, 1:18 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

And while I support improved sand defense thematically, in terms of unit strength on most mainline maps, sand is just such a rarely used terrain that it's fairly meaningless to increase it. If it's meaningless for balance but fits thematically, then we should do it. Right, but it also shouldn't be ...
by Pentarctagon
December 19th, 2018, 12:52 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

The naga fighter's movement and defenses are already quite different from everything else in the game. Quite agile too. And this new naga unit is far apart from the naga fighter in terms of attacks and durability without such a far reaching modification of movetype. Yes that is true. I would say sa...
by Pentarctagon
December 17th, 2018, 1:31 pm
Forum: Technical Support
Topic: Top informations unredeable
Replies: 4
Views: 428

Re: Top informations unredeable

josteph wrote:
December 17th, 2018, 10:11 am
Time to do a 1.14.6? There have been multiple reports of these top bar issues (all known issues have been fixed).
It would probably be better to take that up with vultraz than ask that here.
by Pentarctagon
December 16th, 2018, 8:14 pm
Forum: Technical Support
Topic: Top informations unredeable
Replies: 4
Views: 428

Re: Top informations unredeable

See: https://forums.wesnoth.org/viewtopic.php?f=4&t=25660

Also a screenshot would be useful here in particular.
by Pentarctagon
December 16th, 2018, 4:41 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

The_Gnat wrote:
December 16th, 2018, 8:31 am
Also just wondering, has the 8MP Rider been approved?
That and changing the burner line's melee to blade damage would be changes I could commit pretty easily if they're agreed upon.
by Pentarctagon
December 16th, 2018, 4:16 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

And, just to confirm, it would have normal resistances(0% for everything)?
by Pentarctagon
December 15th, 2018, 9:56 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

For #1 then, how about: terrain defense,movement costs: castle=50%,1 coastal reef=70%,1 deep water=50%,1 flat=40%,2 forest=50%,3 fungus=50%,2 hills=50%,3 mountains=40%,5 sand=50%,1 shallow water=70%,1 swamp=70%,1 village=40%,1 Deep water is back to 50% dodge, mountains are back to costing 5 MP, and ...
by Pentarctagon
December 14th, 2018, 9:15 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

That seems somewhat underpowered to me then, honestly. It's a squishy, somewhat expensive unit with the least reliable poison attack in the mainline factions. In that case buff it to 6-2 damage or decrease the price. I agree with you that it is under powered for the price. Could you modify your mos...
by Pentarctagon
December 14th, 2018, 7:49 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19140

Re: Dunefolk balancing rework ideas - discussion.

So, current proposals for the level one Naga: name=Naga Poisoner hp=28 xp=35 cost=17 moves=7 alignment=liminal attack1: name=spear specials=poison type=pierce strikes=2 damage=6 attack2: name=bow type=pierce strikes=3 damage=3 resistances: arcane=0% blade=-10% cold=0% fire=0% impact=-20% pierce=-10%...