Search found 637 matches
- January 6th, 2014, 9:25 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.8
- Replies: 49
- Views: 40401
Re: Wesnoth 1.11.8
I feel the arif is going to be way more tough for the footpad with its 9-2 marksman blade than the other way aroundI found it very odd that you gave a majority of those units a negative impact resistance. I feel like currently footpad swarm as knalgans may give them a hard time.
- January 5th, 2014, 3:50 pm
- Forum: Scenario & Campaign Development
- Topic: Shadows of Deception 0.5.3 [Wesnoth 1.12]
- Replies: 82
- Views: 56770
Re: Shadows of Deception 0.5.1 [Wesnoth 1.11.6]
I've played through the playable parts on normal difficulty on git HEAD (which happens to be 1.11.8 right now). Thoughts: 1) I hate the 24-hour schedule. It decreases the ToD-mechanism to a static bonus (or malus) within one level. 2) In the mine scenario, only the first miner could deliver the mate...
- January 2nd, 2014, 9:40 am
- Forum: Users’ Forum
- Topic: [Poll] Best campaign of 2013
- Replies: 14
- Views: 8660
Re: [Poll] Best campaign of 2013
Well, I agree that the above one isn't the best list of all possible lists, but I only came up with the idea on January 1, and I needed some quick'n'clean method to select the candidates. Next time, I'll try to start working on this a bit earlier. I voted for After the Storm, by the way. I also love...
- January 1st, 2014, 11:15 am
- Forum: Users’ Forum
- Topic: [Poll] Best campaign of 2013
- Replies: 14
- Views: 8660
[Poll] Best campaign of 2013
A year has come to an end; in these days the whole Internet is about lists and votes of best and worst things of 2013. So why not make our own here on the Wesnoth forums? I took the 10 most downloaded campaigns from the 1.10 add-ons server that were updated at least once during the last year. Vote f...
- December 28th, 2013, 9:57 am
- Forum: Multiplayer Development
- Topic: Notable new features in 1.11.1
- Replies: 13
- Views: 5225
Re: Notable new features in 1.11.1
Bump. Now we have combo boxes as well. (Will be available in 1.11.8 and onwards.)
- December 22nd, 2013, 12:24 am
- Forum: Ideas
- Topic: [interface] MP create screen revamp
- Replies: 22
- Views: 7456
Re: [interface] MP create screen revamp
That's on the todo list, but it's not a trivial thing. The checkboxes you can see there are mere images, not real widgets and can't respond to clicks. Since GUI1 doesn't support compound widgets, it's not really possible to achieve what you want without implementing a brand new widget.
- December 21st, 2013, 9:39 am
- Forum: Ideas
- Topic: [interface] MP create screen revamp
- Replies: 22
- Views: 7456
Re: [interface] MP create screen revamp
Filter controls up and working.
- December 9th, 2013, 4:43 pm
- Forum: Ideas
- Topic: [interface] MP create screen revamp
- Replies: 22
- Views: 7456
Re: [interface] MP create screen revamp
That would be inconsistent with the other parts of the GUI.SFault wrote:The sliders could have min and max values at the begin and end of the slider.lipk wrote:Aaaand... done! Almost. I still need to get the filters working on the create screen.
- December 8th, 2013, 9:25 pm
- Forum: Ideas
- Topic: [interface] MP create screen revamp
- Replies: 22
- Views: 7456
Re: [interface] MP create screen revamp
Aaaand... done! Almost. I still need to get the filters working on the create screen.
- December 6th, 2013, 2:06 pm
- Forum: Scenario & Campaign Development
- Topic: Abandoned Add-ons - Need Maintainers - Open to Anyone
- Replies: 487
- Views: 320498
Re: Abandoned Campaigns - Need Maintainers - Open to Anyone
Dear Forums, I've started working on a new undead campaign like, uh, 1.5 years ago? Many months have passed since I lastly worked on it, and I'm pretty sure that I won't have nor the motivation neither the time to resume developing in the foreseeable future. So, here it is. Play it, finish it, take ...
- December 6th, 2013, 1:54 pm
- Forum: Coder’s Corner
- Topic: A map description language ?
- Replies: 6
- Views: 2681
Re: A map description language ?
Ah, so this is in fact a higher level generator configuration language? That makes sense.
- December 5th, 2013, 8:47 pm
- Forum: Coder’s Corner
- Topic: A map description language ?
- Replies: 6
- Views: 2681
Re: A map description language ?
I'm not sure I get the point of this feature. The map editor is both simpler and gives more control over the result. Why would people use this instead? [stroke] path= # no idea at this point how we could describe the path pencil=mountains [/stroke] Paths are regular in WML, they're described as a li...
- November 30th, 2013, 11:29 am
- Forum: Users’ Forum
- Topic: Where does this evolution of sprites lead?
- Replies: 63
- Views: 19935
Re: Where does this evolution of sprites lead?
I don't want the old rogue mages back, not even with their horrible animations. Rogue mages aren't the only case. There are the also paladin, knight, grand knight, lancer, cavalryman line and elvish riders (ten units in total!). You can't speak about any horrible graphics there. Owaec and Rogue Mag...
- November 28th, 2013, 8:09 pm
- Forum: Music & Sound Development
- Topic: Community collab! Post *any* musical ideas here!
- Replies: 54
- Views: 27783
Re: Community collab! Post *any* musical ideas here!
Here's my try. I've been playing the trumpet for almost 10 years now, but, although I like to think myself as someone who can come up with pretty good motives and melodies, I have no talent nor education at composing. The archive contains two "songs". One of them is a waltzer, one of the m...
- November 27th, 2013, 9:12 pm
- Forum: Music & Sound Development
- Topic: Community collab! Post *any* musical ideas here!
- Replies: 54
- Views: 27783
Re: Community collab! Post *any* musical ideas here!
Wow! Is it Christmas already? *starts downloading MuseScore*