Search found 1733 matches

by Noyga
November 20th, 2005, 4:31 pm
Forum: Ideas
Topic: Specific healing/leading and assorted ideas
Replies: 23
Views: 4379

There are already some mixed terains.
For example, river ford is the combination of shallow water and grassland.
The terrain is equivalent to the best defensive terrain for the unit.
by Noyga
November 17th, 2005, 5:58 pm
Forum: Multiplayer Development
Topic: Is the Dwarvish Thunderer overpowered?
Replies: 20
Views: 5708

You didn't compare everything ...
The elvish archer is quicker and has a little higher overall defenses.
More strikes makes him a more reliable archer, and it still have a better average damage output than the dwarvish thunderer.
by Noyga
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...
by Noyga
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]
by Noyga
November 14th, 2005, 10:41 pm
Forum: Art Development
Topic: Dfool of many colors
Replies: 114
Views: 46146

It's a flag_rgb= entry in a [unit] tag (usually in a unit_name.cfg)
Note: this is in SVN trunk only
by Noyga
November 13th, 2005, 2:03 am
Forum: Art Development
Topic: Help needed defining team rgb values for unit graphics
Replies: 1045
Views: 383116

It worked, very nicely on Marshalls, but for heroes, captains and champions, here is a small problem with the center of bandanas :
by Noyga
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
by Noyga
November 11th, 2005, 8:28 pm
Forum: Developers’ Discussions
Topic: Discussion of changes to slow?
Replies: 58
Views: 21106

For the reordering stuff, it's a sort of counter first-strike : one attack is delayed on slowed units...
by Noyga
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 ...
by Noyga
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...
by Noyga
November 11th, 2005, 1:57 pm
Forum: Developers’ Discussions
Topic: Swarm ability
Replies: 14
Views: 5441

Sorry i did not explained what i have really done in my patch (i went to bed instead), it is not exaclty Darth Fool's idea. What i have done is create a new abillity "Swarm", and a new entry "Swarm_variation". When a unit with "swarm" ability dies, it is replaced by a n...
by Noyga
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)
by Noyga
November 10th, 2005, 12:52 pm
Forum: Developers’ Discussions
Topic: Swarm ability
Replies: 14
Views: 5441

It may be possible using the unit variations.
by Noyga
November 9th, 2005, 3:25 am
Forum: Faction & Era Development
Topic: The Dark Elves
Replies: 465
Views: 107564

Can't see #2 too (Linux Here)
by Noyga
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 ...