Search found 216 matches
- December 1st, 2018, 10:49 pm
- Forum: Multiplayer Development
- Topic: Dunefolk balancing rework ideas - discussion.
- Replies: 326
- Views: 63655
Re: Dunefolk balancing rework ideas - discussion.
bolas best work outside of water. however, one could use seaweed like a grappling hook or a lasso to use to slow down units. one would think it be impacting but some seaweed have hooks/spikes on them which could be a pierce attack. if a grappling hook you could have it as a pierce or blade depending...
- December 1st, 2018, 9:51 pm
- Forum: Multiplayer Development
- Topic: Dunefolk balancing rework ideas - discussion.
- Replies: 326
- Views: 63655
Re: Dunefolk balancing rework ideas - discussion.
Have you thought of possible adding a snake charmers or even snakes to the mix? its possible to give them poison. or even the music could put people to sleep "slow them down" however one could also change poison aspect to that of slow. you could put in the description that the poison isn't...
- November 26th, 2018, 4:21 pm
- Forum: Art Workshop
- Topic: The Gnats Franken Dungeon
- Replies: 667
- Views: 161364
Re: The Gnats Franken Dungeon
drake looks better simply need to work on the shield and the horns on the head.
- November 26th, 2018, 4:09 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 35158
Re: Dunefolk Visual Rework
Well portraits would also be needed for the campaign too. I can create a general outline of ideas, i'm bad at creating dialog. But doing the rework first before coming with campaign is a safe way of going about this. With that said, the spear tip still looks bent. you could delete 1 pixel row on the...
- November 26th, 2018, 3:53 am
- Forum: Art Workshop
- Topic: The Gnats Franken Dungeon
- Replies: 667
- Views: 161364
Re: The Gnats Franken Dungeon
The Drake... Well the tail isn't right it should be behind the wings. Also the head would look better being higher. right now looks like more of a defense stance. Also try to make the head a little more bigger to make it fit with the rest of the body.
- November 23rd, 2018, 5:42 pm
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 35158
Re: Dunefolk Visual Rework
yes I totally agree with every historical fact of yours. I just never saw a full armoured rider and full plated camel as the piercer lines wants it to be. I could maybe see the rider line on a camel, but that would create inconsistencies with the raider line and with the entire faction too since yo...
- November 23rd, 2018, 5:00 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 35158
Re: Dunefolk Visual Rework
Here is something that I quickly edited to show that camels would look a bit nicer compared to the current horse units. If you want I could help create the camels.
note i simply edited the quesnoth's dustbok.
note i simply edited the quesnoth's dustbok.
- November 23rd, 2018, 1:19 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 35158
Re: Dunefolk Visual Rework
Well their description from what I read is that they still live in the desert. However, as you mentioned when they moved though wesnoth. Which I do not know when they traveled though it. Wesnoth could have been a arid wasteland at the time. It wouldn't make much sense of abandoning a well known pack...
- November 22nd, 2018, 6:03 pm
- Forum: Art Contributions
- Topic: Female Wesnoth - Fencer
- Replies: 68
- Views: 34204
Re: Female Wesnoth - Fencer
it has the illusion of motion blur with the animation compared to other units. it gives it the idea that its moving faster for being a skirmish unit.
- November 22nd, 2018, 5:54 pm
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 35158
Re: Dunefolk Visual Rework
I hope that when you do the mounts that the basic cav would be that of camels, horses were prized in more sandy desert because they didn't do so well compared to camels. seeing horses for heroes or leaders would likely be the only units to have them.
- November 19th, 2018, 6:04 pm
- Forum: Art Workshop
- Topic: The Gnats Franken Dungeon
- Replies: 667
- Views: 161364
Re: The Gnats Franken Dungeon
its suppose to be a skirt/gown to my understanding
- November 17th, 2018, 11:57 pm
- Forum: WML Workshop
- Topic: ability wml help needed
- Replies: 14
- Views: 4183
Re: ability wml help needed
Ah I need to do a (containing code) didn't know that worked.
Thank you all for helping.
Thank you all for helping.
- November 17th, 2018, 11:26 pm
- Forum: Art Workshop
- Topic: The Gnats Franken Dungeon
- Replies: 667
- Views: 161364
Re: The Gnats Franken Dungeon
Its merely missing a shadow not sure why there is fairy dust on the bottom of the unit where the shadow should be.
as with the TC you have to color it with the TC I have similar issues with my creations too.
as with the TC you have to color it with the TC I have similar issues with my creations too.
- November 16th, 2018, 9:36 pm
- Forum: WML Workshop
- Topic: ability wml help needed
- Replies: 14
- Views: 4183
Re: ability wml help needed
I fixed my mistakes. however on the {arg2} i can easily use that for something like race={arg2} . I'm having the problem of for example the [filter_wml] alignment=chaotic [/filter_wml] part. i imagine i need to use [set_variable] to store the [filter_opponents] for different specials to use for {arg...
- November 16th, 2018, 5:33 pm
- Forum: Art Workshop
- Topic: The Gnats Franken Dungeon
- Replies: 667
- Views: 161364
Re: The Gnats Franken Dungeon
well all you need to do is add in the cape on the left side their is a weird gap without it and yes the shield also looks a bit abnormal. if this is suppose to be a pheonix knight line it be better giving it a flaming sword. unless its suppose to be like a holy sword but even than one could change t...