Search found 1267 matches

by Rhuvaen
December 23rd, 2004, 8:56 am
Forum: Technical Support
Topic: Are there any known problems with co-op multiplayer saves?
Replies: 5
Views: 679

In my experience, the server creates a new team for each side at the beginning of a reload. So in your example, players #1 and #2 would both be assigned a different team (both labelled "1"), while all the computers would be assigned a different team (each labelled "2"). What you need to do on reload...
by Rhuvaen
December 21st, 2004, 2:21 pm
Forum: Art Contributions
Topic: What do you think?
Replies: 95
Views: 16259

I really think these are good graphics and additions to the Dwarven line, well done Shadow! :D Of course, a bit of constructive criticism: 1. hair colour: this is a problem, the brown and grey colours merge into the hex tile backgrounds at the moment. They might need more outline, a slightly more ca...
by Rhuvaen
December 17th, 2004, 9:56 pm
Forum: Users’ Forum
Topic: You favourite race
Replies: 21
Views: 2024

I don't know if I understand the question correctly, but Loyalists and Drakes are my favourite snack... :twisted:
by Rhuvaen
December 13th, 2004, 7:09 pm
Forum: Art Contributions
Topic: Missing Animation
Replies: 43
Views: 4462

Looks very, very good!

One comment (there always has to be one :P ): maybe the horse's stance should change (I mean, how can the horse stop in mid-charge during the sword-swipe?). Other than that, this IS perfect :D .
by Rhuvaen
December 9th, 2004, 1:45 pm
Forum: Art Contributions
Topic: The ghosts of flame wars past
Replies: 63
Views: 8096

I really begin to like it - the image looks more defined and captures the spirit of the original Shadow well - but I have two points: - claws are too symmetric. I think the shadow would look scarier if one were a bit lower than the other. He almost looks like he's praying... :) - does a shadow cast ...
by Rhuvaen
December 9th, 2004, 1:20 pm
Forum: Multiplayer Development
Topic: MP map: The River Keep (improved Twin Towers concept)
Replies: 0
Views: 1536

MP map: The River Keep (improved Twin Towers concept)

Hello all, Ongoing testing of the Twin Towers map has led me to create an improved, balanced, downsized multiplayer map - The River Keep - based on a similar concept (with a new name for Mkgego's sake) and more ambitious plans concerning the WML. I've made the central island less defensible by havin...
by Rhuvaen
December 9th, 2004, 9:04 am
Forum: Users’ Forum
Topic: Why The Rise of Wesnoth is so awesome
Replies: 15
Views: 1868

Re: Why The Rise of Wesnoth is so awesome

My favorite campaign in Wesnoth in The Rise of Wesnoth. [...] Every map in the game looks like something that could be imagined as a real locale. And, while this is true in all the campaigns, it is even more so in The Rise of Wesnoth. I completely agree with what your statements on TRoW, but it's n...
by Rhuvaen
December 8th, 2004, 11:05 pm
Forum: Technical Support
Topic: Unit Filter not catching on...
Replies: 5
Views: 456

Thanks, Turin! :) I might try and do something about the wiki page when it talks about "you can also _filter_ for location...". That kind of suggests a filter tag.
by Rhuvaen
December 8th, 2004, 10:48 pm
Forum: Technical Support
Topic: Unit Filter not catching on...
Replies: 5
Views: 456

Re: Unit Filter not catching on...

Put it back in the kill tag. Heh, no need to use bold print! In any case, that's what I did first. Then all units get killed. While it helps me establish my authority as designer among the poor units, I don't really see why the filter isn't working... [kill] [filter] x=15-21 y=21-25 [/filter] anima...
by Rhuvaen
December 8th, 2004, 10:37 pm
Forum: Technical Support
Topic: Unit Filter not catching on...
Replies: 5
Views: 456

Unit Filter not catching on...

I'm trying to use unit filters to select units in a certain area on the map, like this: [filter] x=15-21 y=21-25 [/filter] [kill] animate=yes fire_event=yes [/kill] But this just doesn't select any units within the appropriate area. When I move the filter into the [kill] action, every unit on the ma...
by Rhuvaen
December 8th, 2004, 2:32 pm
Forum: Ideas
Topic: Clearer ways to show terrain modifiers.
Replies: 6
Views: 1138

I think the numbers on the map make the game look very complicated. The information that you want to display during movement is not really relevant to movement (other than helping you make your decision - but there are a lot more factors involved in that). Besides, all hexes of the same terrain have...
by Rhuvaen
December 8th, 2004, 10:10 am
Forum: Art Contributions
Topic: Golems
Replies: 31
Views: 5062

Knalgan Golems

I disagree with what's been said here about Golems being controlled by magic and thus subject to summoning etc. Golems are constructs (and certainly not undead!) - whether or not animated by magic is secondary - and I think they should belong in the KNALGAN ALLIANCE! The Knalgans still have the outl...
by Rhuvaen
December 8th, 2004, 9:55 am
Forum: Multiplayer Development
Topic: Multiplayer map "Twin Towers" for 1-2 vs 1-2
Replies: 2
Views: 2159

Mkgego wrote:The only thing I dont like is the name...
Does that mean you played it? :)

Also about the name - suggestions are welcome...
by Rhuvaen
December 8th, 2004, 9:34 am
Forum: Scenario & Campaign Development
Topic: Siege of Frosthold Multiplayer scenario for 2 vs 2
Replies: 4
Views: 1203

I'm not sure if the middle castle is equal travel time between both sides which could make players feel the map is not fair. Initially, my idea for this map was to use it as a two-player cooperative versus the AI. The map certainly isn't designed to let all faction types arrive at the central city ...
by Rhuvaen
December 7th, 2004, 2:51 pm
Forum: Multiplayer Development
Topic: Multiplayer map "Twin Towers" for 1-2 vs 1-2
Replies: 2
Views: 2159

Multiplayer map "Twin Towers" for 1-2 vs 1-2

Here's another attempt at multiplayer maps/scenarios. This one is called "Twin Towers" - no reference to anything, it was just an obvious name :P . It uses the same "breaking up camp" principle that my other team scenario used. This one is meant for more balanced player-to-player fighting, with no A...