Search found 127 matches
- January 22nd, 2006, 4:57 pm
- Forum: Ideas
- Topic: Discussion about Neutral Units Both Passive and Hostile
- Replies: 12
- Views: 3218
That seems like a good idea, although I think that it should be guarded by neutral hostile units, because it seems like you'd be getting a second keep which is a huge advantage. And the no combat I am completely against, this is a game about combat, how can you say that no combat can take place in a...
- January 22nd, 2006, 4:52 pm
- Forum: Ideas
- Topic: Abilities that take more than one turn to use
- Replies: 11
- Views: 2207
Ok, since the general concensus is that having such an ability would be suitable so long as there is a clear graphical representation that the ability is being completed, then I suggest that some abilities of this type be implemented. It shouldn't be the norm, most units shouldn't have abilities of ...
- January 22nd, 2006, 2:23 am
- Forum: Ideas
- Topic: Abilities that take more than one turn to use
- Replies: 11
- Views: 2207
Thank you for your responses. Romnajin: Actually I was thinking more along the lines of an ability such as, off the top of my head, an ability called firestorm that would cause fireballs to rain in an area, but would take 3 turns to summon. Obviously this isn't referring to this particular ability i...
- January 22nd, 2006, 2:06 am
- Forum: Strategies & Tips
- Topic: drake player looking to defeat undead
- Replies: 17
- Views: 3662
- January 22nd, 2006, 1:25 am
- Forum: Ideas
- Topic: Abilities that take more than one turn to use
- Replies: 11
- Views: 2207
Abilities that take more than one turn to use
This isn't an idea so much as it is a question for someone who has been here awhile.
Have abilities that unfold over the course of several turns (such as a spell that takes 3 turns to complete) been deemed as bad? If so why, or if not why not?
Have abilities that unfold over the course of several turns (such as a spell that takes 3 turns to complete) been deemed as bad? If so why, or if not why not?
- January 22nd, 2006, 12:27 am
- Forum: Strategies & Tips
- Topic: drake player looking to defeat undead
- Replies: 17
- Views: 3662
- January 21st, 2006, 7:39 pm
- Forum: Strategies & Tips
- Topic: drake player looking to defeat undead
- Replies: 17
- Views: 3662
- January 21st, 2006, 7:34 pm
- Forum: Ideas
- Topic: Discussion about Neutral Units Both Passive and Hostile
- Replies: 12
- Views: 3218
Neutral Hostile Units: Yes, some neutral units can be placed on maps, however they aren't commonplace, putting them into play requires the slots of at least 1 player, and they don't behave in a manner that makes sense: they either move not at all or make attacks like a normal AI would. So, neutral u...
- January 21st, 2006, 8:01 am
- Forum: Strategies & Tips
- Topic: drake player looking to defeat undead
- Replies: 17
- Views: 3662
- January 21st, 2006, 7:30 am
- Forum: Strategies & Tips
- Topic: drake player looking to defeat undead
- Replies: 17
- Views: 3662
drake player looking to defeat undead
I'm playing as the Drake and am looking for a way to defeat the undead strategy of attacking at night with adepts and then defending the newly conquered territory with the ZOC of ghosts. As Drake, all of my units are susceptible to cold damage, how do I counter this strategy?
- January 21st, 2006, 6:11 am
- Forum: Ideas
- Topic: Discussion about Neutral Units Both Passive and Hostile
- Replies: 12
- Views: 3218
Discussion about Neutral Units Both Passive and Hostile
There has been discussion in the past regarding neutral units on maps in Battle for Wesnoth. Some have proposed neutral units that are hostile and aggresive in that they actively attack opponents. Some have proposed neutral units that are hostile, but passive in that they attack opponents only when ...
- January 19th, 2006, 10:24 pm
- Forum: Ideas
- Topic: Not always keeps
- Replies: 8
- Views: 1866
- January 19th, 2006, 9:49 pm
- Forum: Ideas
- Topic: Combat mechanics.
- Replies: 16
- Views: 3467
I used to agree with you, Arendil. I also felt that ranged attacks should span hexes, either that or stacking should be implemented. The main reason for these changes not being made is to preserve gameplay. This proposed system, while not overly complex by any stretch, is more complex than the curre...
- January 19th, 2006, 9:08 pm
- Forum: Ideas
- Topic: Not always keeps
- Replies: 8
- Views: 1866
I mean like a non-leader elvish harbringer stepping on a forest glade hex and summoning a forest imp, or something similar. But, to reiterate, I don't think this terrain, or any units reliant on this terrain, should be used in the regular game. So, although I desire something similar to a necromance...
- January 19th, 2006, 8:44 pm
- Forum: Faction & Era Development
- Topic: Algrean Faction, 2
- Replies: 14
- Views: 4098