What features would you like to see in a huge Wesnoth RPG?
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Re: What features would you like to see in a huge Wesnoth RPG?
The addon server.
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Re: What features would you like to see in a huge Wesnoth RPG?
seb wrote:The addon server.

...

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Re: What features would you like to see in a huge Wesnoth RPG?
Captain_Wrathbow wrote:1.6.


Is there some other way I could get it without having to download 1.6?


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Re: What features would you like to see in a huge Wesnoth RPG?
The thread is http://forums.wesnoth.org/viewtopic.php ... 34&start=0
Maybe ask Ken_Oh if he has an (unfinished?) 1.7/1.8 version for you?
Maybe ask Ken_Oh if he has an (unfinished?) 1.7/1.8 version for you?
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Re: What features would you like to see in a huge Wesnoth RPG?
Thanks, I'll PM him.seb wrote:Maybe ask Ken_Oh if he has an (unfinished?) 1.7/1.8 version for you?
I've finished a basic storyline for my campaign, which can been read here:
http://www.wesnoth.org/forum/viewtopic.php?f=32&t=29155
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Re: What features would you like to see in a huge Wesnoth RPG?
You can download it at addons.wesnoth.org and then read the files to see how to do it.
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
Re: What features would you like to see in a huge Wesnoth RPG?
Just popping in to say good luck. And I'd be happy to lend my keyboard where needed.
As for equipping armor. Keep the units' "base stats" stored in variables inside of them. When they unequip armor, reset to those. When they equip new armor, apply the boosts.
p.s. KISS is for the scared. Options are good. :)
As for equipping armor. Keep the units' "base stats" stored in variables inside of them. When they unequip armor, reset to those. When they equip new armor, apply the boosts.
p.s. KISS is for the scared. Options are good. :)
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Re: What features would you like to see in a huge Wesnoth RPG?
One of the issues I've encountered is the lack of walls. There are the cave walls and the fancy dwarvish walls, but that's it. I've been trying to make more of a traditional RPG wall that would work on hexes, and I think I've got the shape right for the first wall section, 'cause it fits together okay. I haven't applied any real shading yet, so this is just a placeholder for now. Any comments on this idea?
I think the main problem would be transferring the armor back and forth from the inventory to the 'equipment you're actually wearing' menu.
Okay, I'm gonna pretend I'm smart and know how to do that.Gambit wrote:As for equipping armor. Keep the units' "base stats" stored in variables inside of them. When they unequip armor, reset to those. When they equip new armor, apply the boosts.

I think the main problem would be transferring the armor back and forth from the inventory to the 'equipment you're actually wearing' menu.
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Re: What features would you like to see in a huge Wesnoth RPG?
Cool, RPGs are awesome.
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Re: What features would you like to see in a huge Wesnoth RPG?
First off, this is a fine idea and I hope you finish it.
Second of all, features I`d like:
1. Setting. Make it interesting. You want something Avernum-like? Well, Avernum has an interesting and detailed setting.
2. Interesting NPCs. Give them personality. Make them likeable. Make me feel it if they die.
Second of all, features I`d like:
1. Setting. Make it interesting. You want something Avernum-like? Well, Avernum has an interesting and detailed setting.
2. Interesting NPCs. Give them personality. Make them likeable. Make me feel it if they die.
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Re: What features would you like to see in a huge Wesnoth RPG?
Thanks for the encouragement.
But I'm not really aiming for something Avernum-like, more a unique hybrid between Wesnoth, Avernum, Geneforge, Nethergate, and Eschalon. As far as I am able, I plan to make this like all my favorite RPGs, with all the features I would like to have seen in them added in. And no worries, I'm not going to stint on the NPC personality (there's a bit of dialogue for a captain that I posted somewhere above). You can also see the storyline in the Writer's Forum, I'd like getting feedback on that before I start creating the actual campaign (so far it's been creating/finding/programming units, items, scenery, terrain, the inventory, the dialogue system, AI, etc.).

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Re: What features would you like to see in a huge Wesnoth RPG?
About the walls...I have to admit, they look great! However, their outlines are way too dark. 

Check out the FOSS game Sumwars
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Wish I had more time for composing music...
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Re: What features would you like to see in a huge Wesnoth RPG?
Like I said previously:
It's just a quick mock-up to get the shape and feel of how the walls work work, no how they would look.artisticdude wrote:I haven't applied any real shading yet, so this is just a placeholder for now.
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Re: What features would you like to see in a huge Wesnoth RPG?
I think I can help with the character's personality and dialogue.
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra