Search found 383 matches
- June 8th, 2019, 4:27 pm
- Forum: Writers’ Forum
- Topic: Dunefolk Rework - Unit Naming
- Replies: 101
- Views: 27960
Re: Dunefolk Rework - Unit Naming
Naga Windblade There are weapons named " wind and fire wheels " which are basically chakrams but melee only. If the lv3 Naga uses them in melee too it could be a nice reference to an existing weapon. Naga Bladewhirler It is interesting that "to whirl" means "to spin or caus...
- June 8th, 2019, 9:44 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 17509
Re: Xalzar's WML Headaches
Thanks again! :) I suggest you to stick with a similar approach and don't end up creating a skynet :) Eheh... :twisted: You can use the dummy ability as a filter for the event, and then put the event itself in whichever of [scenario], [unit_type] or [era] seems easiest. Yeah, that's what I was reali...
- June 8th, 2019, 9:12 am
- Forum: Writers’ Forum
- Topic: Dunefolk Rework - Unit Naming
- Replies: 101
- Views: 27960
Re: Dunefolk Rework - Unit Naming
I fully support Dune Paragon, its meaning fits: it means that person is exemplary and a model of excellence, of what quality is up to us to decide in this case; we can focus on martial skills or virtues or leadership, probably all of them are to be considered for such a title. I like it.
- June 7th, 2019, 4:30 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 17509
Re: Xalzar's WML Headaches
Thanks again! :) For a human player you probably want a recruit event that opens a dialog box with available customizations. See message and option https://wiki.wesnoth.org/InterfaceActionsWML#.5Bmessage.5D Yeah it was my first choice since it's more elegant and easier to implement for human players...
- June 7th, 2019, 1:56 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 17509
Re: Xalzar's WML Headaches
Thank you both for the pointers! Now I understand [/x] and [+x] tags and why it gives me error, expecially in light of: The [event] Tag This tag is a subtag of the [scenario], [unit_type] and [era] which I mistakenly totally didn't think relevant in this case. I tried to add [/effect] [+effect] and ...
- June 7th, 2019, 1:29 pm
- Forum: Writers’ Forum
- Topic: Dunefolk Rework - Unit Naming
- Replies: 101
- Views: 27960
Re: Dunefolk Rework - Unit Naming
From Google:
https://en.oxforddictionaries.com/definition/scion
meaning n°2: basically it's a descendant of a well-known family
- June 7th, 2019, 7:41 am
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 17509
Re: Xalzar's WML Headaches
Hi again! So, I've run into a problem and I don't find the solution anywhere. I have a weapon special "dummy" with an event incorporated (multiple events really, but it's irrelevant). I'm still working on it to make it work properly, but it functions if I put the special in a unit's attack...
- June 6th, 2019, 6:54 pm
- Forum: Art Contributions
- Topic: Dunefolk Rework - Extra Units
- Replies: 128
- Views: 43597
- June 6th, 2019, 6:50 pm
- Forum: Multiplayer Development
- Topic: Main Factions Balance
- Replies: 170
- Views: 38436
Re: Main Factions Balance
Oh well... This topic exemplifies quite accurately how not to discuss about balance. :hmm: On one side we have a player who advocates many little changes to default factions (but it is known that even small corrections could cause serious unexpected unbalances, expecially when they are so many), bas...
- June 2nd, 2019, 9:49 am
- Forum: Writers’ Forum
- Topic: Poll: do drakes eat humans?
- Replies: 25
- Views: 9462
Re: Poll: do drakes eat humans?
They are lawful, I would assume they do not eat the meat of humanoids. Lawful in Wesnoth terms merely means that they fight better in daylight; it doesn't mean "good" by some cultural point of view. Less conservatively, it can be said that lawful people belong to civilized cultures more h...
- May 30th, 2019, 7:00 pm
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 59461
Re: Dunefolk Rework - Base Units
So I achieved to make it look better just by moving a couple of pixels down so he is having a similar grip just as he would hold a frisbee disk. ... Now, for those who are still not satisfied, I made a version where the Naga wields a chakram in both hands. With this stance, the naga's right arm is ...
- May 20th, 2019, 10:43 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Extra Units
- Replies: 128
- Views: 43597
- May 11th, 2019, 9:26 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Extra Units
- Replies: 128
- Views: 43597
Re: Dunefolk Rework - Extra Units
I'd dare to say it's the first time I really like the lv1! Very nice work! :D Now it really fits the faction. If the lv2 is final, I'd say I prefer the first version, since the headband would vanish on advance otherwise. But without it, there are no magenta parts so... :hmm: Maybe the solution is ke...
- May 2nd, 2019, 10:13 pm
- Forum: Art Contributions
- Topic: Dunefolk Rework - Extra Units
- Replies: 128
- Views: 43597
- April 9th, 2019, 10:52 pm
- Forum: Users’ Forum
- Topic: BfW is a game that relies on save-scumming too much
- Replies: 112
- Views: 36861
Re: BfW is a game that relies on save-scumming too much
I don't want to monopolize the topic so I'll take a little pause after this. 0 damage (miss) 20 % 1 damage 10% 2 damage 10% 3 damage (half) 20% 4 damage 10% 5 damage 10% 6 damage (full) 20% This is not a plain distribution. Why 20% at the middle and the ends of outcomes and 10% in others? Must be 10...