Search found 1013 matches

by Astoria
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...
by Astoria
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.
by Astoria
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...
by Astoria
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...
by Astoria
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?
by Astoria
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...
by Astoria
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

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.
Me neither.
by Astoria
April 23rd, 2015, 10:49 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1144
Views: 458469

Re: Standing and idle animations?

Committed.
by Astoria
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?

ChaosRider wrote:
shadowm wrote:People shouldn’t do this.
Because I don't want make problems someone else I won't say from who I know about it :roll: .
Doesn't excuse you doing it as well.
by Astoria
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?
by Astoria
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.
by Astoria
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.
by Astoria
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]
by Astoria
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?
by Astoria
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