Search found 1013 matches
- April 27th, 2015, 6:38 pm
- Forum: Ideas
- Topic: [mainline] Add Aragwaith to mainline
- Replies: 69
- Views: 19531
Re: [mainline] Replace Khalifate with Aragwaith
I am really a supporter of making their origin unknown. Not only does this add some mystery to the faction, it also gives the opportunity to explain this in UMC campaigns. Much more important is figuring out what their place would be in mainline gameplay-wise, and how they would improve the multipla...
- April 26th, 2015, 8:30 pm
- Forum: Ideas
- Topic: [mainline] Add Aragwaith to mainline
- Replies: 69
- Views: 19531
Re: [mainline] Replace Khalifate with Aragwaith
I think we should wait for a MP person's opinion about this.
- April 26th, 2015, 8:07 pm
- Forum: Ideas
- Topic: [mainline] Add Aragwaith to mainline
- Replies: 69
- Views: 19531
Re: [mainline] Replace Khalifate with Aragwaith
[citation needed] [citation] If you read the timeline, then the Aragwaithi are the indigenous people of the Green Isle. Haldric's people were natives of Argea. Here's the link for that timeline: Timeline of Ancient Irdya (Un-official) . It mostly relies on UMC, but is a pretty well-defined existing...
- April 26th, 2015, 3:41 pm
- Forum: Ideas
- Topic: [mainline] Add Aragwaith to mainline
- Replies: 69
- Views: 19531
Re: [mainline] Replace Khalifate with Aragwaith
The Aragwaith, on the other hand, already have a well-defined story from UMC--they are an ancient civilization which originally inhabited the Green Isle before moving to Irdya long before TRoW. Pockets still survive in remote/isolated locations in Irdya. They would simply need to show up a few time...
- April 26th, 2015, 4:04 am
- Forum: Ideas
- Topic: [mainline] Add Aragwaith to mainline
- Replies: 69
- Views: 19531
Re: [mainline] Replace Khalifate with Aragwaith
How would all the work of balancing all existing factions against a new faction that really doesn't bring any new gameplay to the table be worth it?
- April 24th, 2015, 2:07 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.13.0
- Replies: 54
- Views: 61502
Re: Wesnoth 1.13.0
This is different though. The feature was meant for sprites like the Fire Dragon's, but since the cavalryman had a canvas twice the size of a regular unit, it became a byproduct of this feature. It's not that the feature is bad (I actually like the feature), but artists should make sure they don't u...
- April 24th, 2015, 11:54 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.13.0
- Replies: 54
- Views: 61502
Re: Wesnoth 1.13.0
Me neither.beetlenaut wrote:This is intentional I think, but it does look like a bug since it happens for just a few units. I'm definitely not a fan of the change.
- April 23rd, 2015, 10:49 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 458469
Re: Standing and idle animations?
Committed.
- April 23rd, 2015, 10:49 pm
- Forum: Website
- Topic: Wesnoth Units database - how frequently it regenerates?
- Replies: 53
- Views: 32990
Re: Wesnoth Units database - how frequently it regenerates?
Doesn't excuse you doing it as well.ChaosRider wrote:Because I don't want make problems someone else I won't say from who I know about it .shadowm wrote:People shouldn’t do this.
- April 14th, 2015, 8:56 pm
- Forum: Multiplayer Development
- Topic: Why is noone on 1.12?
- Replies: 23
- Views: 6817
Re: Why is noone on 1.12?
Because 1.12 is a newer version, and has a lot of features that 1.10 doesn't have?
- April 13th, 2015, 2:08 am
- Forum: Ideas
- Topic: [mainline] Necromancer stats
- Replies: 4
- Views: 2253
Re: [mainline] Necromancer stats
My guess is it's for balance reasons.
- April 2nd, 2015, 2:16 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 458469
Re: Standing and idle animations?
Looks pretty good in my opinion.
- April 2nd, 2015, 2:14 pm
- Forum: WML Workshop
- Topic: Axefighterr's questions
- Replies: 33
- Views: 7361
Re: Axefighterr's questions
uhh something like this?
Code: Select all
offset=0.0
start_time=-600
halo_start_time=-500
[frame]
image=*path here*
[/frame]
[halo_frame]
halo="projectiles/fireball-impact-[1~16].png~FL(vert):60"
[/halo_frame]
- April 1st, 2015, 4:39 pm
- Forum: Game Development
- Topic: Wesnoth 3D
- Replies: 24
- Views: 12211
Re: Wesnoth 3D
I downloaded it but it seems I'm missing the dependancy
nsa_backdoor_2015
. Does anyone know where I can download that?- April 1st, 2015, 11:24 am
- Forum: Game Development
- Topic: Wesnoth 3D
- Replies: 24
- Views: 12211
Re: Wesnoth 3D
3D wesnoth is sooooo 2010. All the cool kids are on the Wesnoth 4D bandwagon now. Step your game up