Search found 1733 matches
- November 20th, 2005, 4:31 pm
- Forum: Ideas
- Topic: Specific healing/leading and assorted ideas
- Replies: 23
- Views: 4379
- November 17th, 2005, 5:58 pm
- Forum: Multiplayer Development
- Topic: Is the Dwarvish Thunderer overpowered?
- Replies: 20
- Views: 5708
- November 17th, 2005, 5:23 pm
- Forum: Developers’ Discussions
- Topic: Moving to two-letter terrain codes
- Replies: 27
- Views: 9971
If we switch to two letters, i think it would be nice that in most cases one of the two letters would tell the terrain type. For exemple for forest ('f'): 'ff': normal forest, 'sf' : snow forest, 'df' : dead forest, 'mf' : misty forest, 'tf' : tropical forest, ect... So let's make a first proposal f...
- November 15th, 2005, 9:38 pm
- Forum: Faction & Era Development
- Topic: Poisoned Watchtowers?
- Replies: 22
- Views: 6461
To define a unpoisonable race (it could be used for the watchtowers for example), just do something like this :
Code: Select all
[+units]
[race]
name=mechanical
not_living=yes
num_traits=0
undead_variation=null
[/race]
[/units]
- November 14th, 2005, 10:41 pm
- Forum: Art Development
- Topic: Dfool of many colors
- Replies: 114
- Views: 46146
- November 13th, 2005, 2:03 am
- Forum: Art Development
- Topic: Help needed defining team rgb values for unit graphics
- Replies: 1045
- Views: 383116
- November 12th, 2005, 8:14 pm
- Forum: Ideas
- Topic: Poisonous explosion after death...
- Replies: 6
- Views: 1436
I suggested something like this, more general :
http://www.wesnoth.org/forum/viewtopic.php?t=8072
http://www.wesnoth.org/forum/viewtopic.php?t=8072
- November 11th, 2005, 8:28 pm
- Forum: Developers’ Discussions
- Topic: Discussion of changes to slow?
- Replies: 58
- Views: 21106
- November 11th, 2005, 5:41 pm
- Forum: Ideas
- Topic: Ever hear of a boardgame called "Melee" ?
- Replies: 37
- Views: 7722
Especially for units with low defense it often lets them survive if you choose a weaker attack that can not be countered. The computer is not smart enough to take that into account, and there is no planning ahead of the current turn for the AI at the moment. Actually, it is, and it is configurable ...
- November 11th, 2005, 3:20 pm
- Forum: Developers’ Discussions
- Topic: Swarm ability
- Replies: 14
- Views: 5441
In other words if it levels with 3 subunits, it becomes a major swarm of 3; and if it levels with 1 it becomes a major swarm of 1? Yes, it is exactly that. This is real nice; though what I'd like to see is this last one, but it being capable of regaining swarm counters aswell; This is just the part...
- November 11th, 2005, 1:57 pm
- Forum: Developers’ Discussions
- Topic: Swarm ability
- Replies: 14
- Views: 5441
- November 11th, 2005, 4:07 am
- Forum: Developers’ Discussions
- Topic: Swarm ability
- Replies: 14
- Views: 5441
I made a patch against the lastest SVN to enable this stuff...
Here's the patch, and an example of unit(actually 2 units)
Here's the patch, and an example of unit(actually 2 units)
- November 10th, 2005, 12:52 pm
- Forum: Developers’ Discussions
- Topic: Swarm ability
- Replies: 14
- Views: 5441
- November 9th, 2005, 3:25 am
- Forum: Faction & Era Development
- Topic: The Dark Elves
- Replies: 465
- Views: 107564
- November 9th, 2005, 2:49 am
- Forum: Faction & Era Development
- Topic: New Faction Proposal: "Devlings"
- Replies: 75
- Views: 33123
There is something not great in your Overgrown Devling line : they loose their type of damage as they advance. It would be ok if there was an alternative branch from the Overgrown Devling that doesn't loose impact. For exemple if you fight the undead, you'll need some impact damage, so you'll build ...