Search found 1267 matches

by Rhuvaen
December 7th, 2004, 9:21 am
Forum: Users’ Forum
Topic: Wesnoth is too hard!!!
Replies: 49
Views: 5480

Well, playing on Medium per default, I see Wesnoth as a game where every unit's move could make a difference between winning or losing a scenario. It's not a game where you just generally rush your opponent with your troops... you need to look at the situation at hand first and then decide on a stra...
by Rhuvaen
December 7th, 2004, 9:00 am
Forum: Ideas
Topic: Generalizing the Campaign Server
Replies: 21
Views: 1825

Re: Generalizing the Campaign Server

I think it'd be useful to generalize the campaign server concept to allow a variety of content to be easily downloaded and installed. [...] We would also likely have a 'content manager' which would allow the user to disable (and later re-enable) content, as well as delete content. As well as distri...
by Rhuvaen
December 7th, 2004, 8:46 am
Forum: Users’ Forum
Topic: Multiplayer AI: Rebels recruiting Woses...
Replies: 4
Views: 571

Ah. Thanks for the answer. I changed some of the unit types that are preset on the map and now the AI recruits normally (I guess it was the Heavy Infantryman's high resistance to pierce and blade that made them choose heavy-hitting Woses!). I guess these are limitations that the designers of scenari...
by Rhuvaen
December 7th, 2004, 1:08 am
Forum: Users’ Forum
Topic: Multiplayer AI: Rebels recruiting Woses...
Replies: 4
Views: 571

I don't notice this behavior when running a test, but if you are playing on a map with lots of forest, using units that woses are very good against, then it is likely... It is a map with a lot of forest, but without the pre-placed enemies just using the map it seems to work alright. Can the ai see ...
by Rhuvaen
December 7th, 2004, 12:56 am
Forum: Art Contributions
Topic: Cities
Replies: 18
Views: 1809

I think this is a much improved solution graphic-wise and in terms of playability to how cities are portrayed in Wesnoth currently (such as the one pg shows). It'd be great to be able to recruit straight into your "city villages". I especially like the way the wall just forms on the outer perimeter ...
by Rhuvaen
December 7th, 2004, 12:47 am
Forum: Scenario & Campaign Development
Topic: Siege of Frosthold Multiplayer scenario for 2 vs 2
Replies: 4
Views: 1195

Siege of Frosthold Multiplayer scenario for 2 vs 2

Here's a scenario for 2 vs 2 I've been playing around with. Two teams of two players vie to lay siege on the city of Frosthold. The map is meant to be played with surplus gold per player position (I suggest at least 250), and with little or no gold for comp position 5. The starting camps disappear a...
by Rhuvaen
December 7th, 2004, 12:33 am
Forum: Users’ Forum
Topic: Multiplayer AI: Rebels recruiting Woses...
Replies: 4
Views: 571

Multiplayer AI: Rebels recruiting Woses...

The AI on multiplayer as a Rebel faction seems to be heavily skewed towards Woses. I don't remember this to be the case prior 0.8.8. Not sure if the AI likes the new Wose graphics so much but it's a bit sad to see a primarily Elvish faction recruit three quarters of their units as Woses. Does anyone...
by Rhuvaen
December 3rd, 2004, 10:25 am
Forum: Art Contributions
Topic: Wose Elder
Replies: 83
Views: 7850

I'm gonna commit these, based on my own seasoned judgement that there isn't anything wrong with it. If anyone disagrees with that - please say so. Not really disagreeing, although I think the standard wose should come without the beard for an added difference. Right now, the distinction is only one...
by Rhuvaen
December 2nd, 2004, 11:32 pm
Forum: Ideas
Topic: Improved New Units!
Replies: 60
Views: 6169

turin wrote:do you mean more types of terrain, or more terrain variations like we have with mountains, or terrain aliases :?:
More aliases would be best, and some terrains could use more variations... the types are really quite complete (as you probably thought yourself).
by Rhuvaen
December 2nd, 2004, 11:15 pm
Forum: Ideas
Topic: Improved New Units!
Replies: 60
Views: 6169

... only have settlers, workers, warriors, spearmen, archers, swordsmen, and horsemen. The chariot! You forgot the chariot! Wesnoth doesn't have a chariot yet :roll: In Civ-type games, there's even units that serve as transports. If you take those out - because they obviously wouldn't fit Wesnoth -...
by Rhuvaen
December 2nd, 2004, 11:07 pm
Forum: Ideas
Topic: Making the game easier
Replies: 10
Views: 1209

At the moment, adjusting the difficulty levels is the sole responsibility of the campaign designer, and what's easy in one campaign might well be medium in another. How about adjusting the following two factors based on the chosen difficulty level consistently throughout the game? 1. minimum amount ...
by Rhuvaen
December 2nd, 2004, 10:33 pm
Forum: Art Development
Topic: Goblin Rouser
Replies: 79
Views: 18588

I really appreciate this unit idea, and agree with the sentiment that it would be good as an upgrade only to the goblin spearmen, with no further advances (no leadership for orcs and level 1's). I think though that the banner isn't quite appropriate - it looks a bit too grand only for leading other ...
by Rhuvaen
December 2nd, 2004, 8:08 pm
Forum: Mainline Campaign Development
Topic: [Historical] Legend of Wesmere (add-on version)
Replies: 570
Views: 100991

Feedback on scenarios 1 and 2 (BUGS)

Okay, some feedback here for LOW v 0.4@ (that's what it says on the campaign server) with Wesnoth 0.8.8-CVS: I usually play on medium/normal, but found the first scenario impossible to complete on that setting, as the enemy practically only recruits level 2 units. The uprooting (title should be uppe...
by Rhuvaen
November 24th, 2004, 8:52 pm
Forum: Technical Support
Topic: Problem with multiplayer WML...
Replies: 5
Views: 720

Maybe in your test code it couldn't find a unit with the description "Rhuvaen". Nope. That wasn't it. But I moved the event to before the sides' declarations (like in your example) and now it works... I didn't know the exact order made any difference, but it seems it does! Thanks a lot for your tes...
by Rhuvaen
November 24th, 2004, 8:12 pm
Forum: Technical Support
Topic: "Could not connect to host"
Replies: 10
Views: 1895

No, right now it seems to be down... odd to post that on a forum though. You might get some quicker help on IRC.