Search found 136 matches
- February 19th, 2018, 7:19 pm
- Forum: Mainline Campaign Development
- Topic: Under the Burning Suns, new desert elves feedback thread
- Replies: 21
- Views: 12960
Re: Under the Burning Suns, new desert elves feedback thread
I like the new units quite a bit more than the old units. In particular, I like how the fighters benefit from standing side by side. It definitely changes the gameplay, especially if you pick leadership for the two Quenoth youths, because you can form these big lines. I also appreciate changing the ...
- February 19th, 2018, 1:29 am
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 97131
Re: Dunefolk(previously Khalifate) race description
One thing to notice is that the Dune Rider does impact damage and is slower on hills/mountains, while the Dune Rover has blade damage and is great for crossing rough terrain. They play very differently against undead, and also against horsemen. Edit: Also, I wanted to suggest again that the level De...
- February 17th, 2018, 9:27 pm
- Forum: Mainline Campaign Development
- Topic: Secrets of the Ancients (Undead Campaign)
- Replies: 196
- Views: 69242
Re: Secrets of the Ancients (Undead Campaign)
A lot of this is subjective. I loved the saurian healer, as well as the new name!
- February 17th, 2018, 5:59 pm
- Forum: Scenario & Campaign Development
- Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
- Replies: 26
- Views: 9050
Re: Sand in the Wind, a short Dunefolk campaign (uses 1.13)
I've updated the campaign to 0.2.1. Changelog: -Fixed typos -Fixed gold issue for ally on hard in Scenario 2. -Added death messages for leaders in Scenario 4. -Made objectives of Scenario 2 more clear. -Updated add-on icon. -Added a wose/ranger ambush in the middle of scenario 3. Thanks for all the ...
- February 17th, 2018, 4:22 pm
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 97131
Re: Dunefolk(previously Khalifate) race description
Hmmm, yes, it seems I should have read through this thread more carefully first! I was just excited at having completed a campaign, and wanted to share my ideas here. I didn't realize how complicated this all was. It sounds like you don't want them completely separate during current campaigns; are y...
- February 17th, 2018, 4:05 pm
- Forum: Scenario & Campaign Development
- Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
- Replies: 26
- Views: 9050
Re: Sand in the Wind, a short Dunefolk campaign (uses 1.13)
Thank you, Coffee and shiki. I don't play on Hard very often, so it's difficult to come up with creative ways to increase difficulty (beyond big gold increases). These ideas are great, especially with code already ready. Thanks!
- February 17th, 2018, 1:11 am
- Forum: Scenario & Campaign Development
- Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
- Replies: 26
- Views: 9050
Re: Sand in the Wind, a short Dunefolk campaign (uses 1.13)
Oh no! Watching your replay, I actually increased the gold for the ally on hard instead of decreasing it. That’ll make a big difference in the next version. Thanks for sending these!
- February 16th, 2018, 11:19 pm
- Forum: Scenario & Campaign Development
- Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
- Replies: 26
- Views: 9050
Re: Sand in the Wind, a short Dunefolk campaign
Thank you for your feedback, octalot and Inky! It's nice getting feedback on both difficulties at once. I'll fix all the typos you both mentioned. I play around a lot of people, so I never use sound. I'll try out some of the tracks you mentioned, Inky! And I'll try making the scenarios more difficul...
- February 16th, 2018, 6:44 pm
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 97131
Re: Dunefolk(previously Khalifate) race description
I wanted to add my two cents since I just uploaded a Dunefolk campaign. I set my campaign about 100 years after Son of the Black Eye. In my game, the Dunefolk had a great empire (which I imagine as the Second Dunefolk Empire, leaving room for a much earlier one removed from the rest of the Wesnothia...
- February 16th, 2018, 4:12 pm
- Forum: Scenario & Campaign Development
- Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
- Replies: 26
- Views: 9050
Re: Sand in the Wind, a short Dunefolk campaign
I just got it uploaded ( I did this thread first so I could link to it). I had trouble because I've been using different file paths for the dunefolk for 1.13.10 and 1.13.11, and the server icon wouldn't accept a conditional statement. So for not, I'm using a general that has nothing to do with the g...
- February 16th, 2018, 3:58 pm
- Forum: Scenario & Campaign Development
- Topic: Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
- Replies: 26
- Views: 9050
Sand in the Wind, Dunefolk campaign (4 scenarios, 1.13/1.14)
Today I'm uploading Sand in the Wind, a four-scenario Dunefolk campaign. The description is "A new colony threatens the way of life for a group of Windriders. The young rider Musa must fight for the survival of his people." The purpose of the campaign is to give a straightforward way to us...
- February 15th, 2018, 6:42 pm
- Forum: Scenario & Campaign Development
- Topic: Worth doing a short Dunefolk campaign?
- Replies: 7
- Views: 2811
Re: Worth doing a short Dunefolk campaign?
Great! I should be able to upload it on the add-ons server by tomorrow morning (I want to test it on Hard difficulty first). One last question: when does 13.11 come out? I based the dialogue and story on the new dune folk names (like Explorer, Windrider, Blademaster). My current plan is to just rena...
- February 15th, 2018, 4:12 pm
- Forum: Scenario & Campaign Development
- Topic: Worth doing a short Dunefolk campaign?
- Replies: 7
- Views: 2811
Re: Worth doing a short Dunefolk campaign?
I now have the campaign fleshed out completely with portrait artwork borrowed from other mainline campaigns.
All of the dialog and gameplay is in place, but it hasn’t been tested by anyone for balance or bugs. How do campaign writers usually find testers?
All of the dialog and gameplay is in place, but it hasn’t been tested by anyone for balance or bugs. How do campaign writers usually find testers?
- February 14th, 2018, 5:33 pm
- Forum: WML Workshop
- Topic: Merging an ally's recall list into your own
- Replies: 6
- Views: 2436
Re: Merging an ally's recall list into your own
Thanks for the help! I’m using 1.13.10. It sounds like hanging their sides right before the scenario is over would do it. How do I do that in wml? I searched but can’t find it.
- February 14th, 2018, 3:32 pm
- Forum: WML Workshop
- Topic: Merging an ally's recall list into your own
- Replies: 6
- Views: 2436
Merging an ally's recall list into your own
In my Dunefolk campaign I'm writing, you fight with an AI ally in Scenario 2. In Scenario 3, at the very beginning, this ally dies. I'd like to merge their recall list from Scenario 2 with the player's own.
How can I do this in WML?
How can I do this in WML?