How does the action timer works?

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Fosprey
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Joined: January 25th, 2008, 8:13 am

How does the action timer works?

Post by Fosprey »

i can't figure what counts as an action in the timer. some help?
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ADmiral-N
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Re: How does the action timer works?

Post by ADmiral-N »

My advice (to anyone who does not understand the action timer) is: do what I do and either deactivate the action timer or set the other values to make the action bonus irrelevant.
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Sapient
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Re: How does the action timer works?

Post by Sapient »

There are three things that give an action bonus:
1) recruiting
2) attacking
3) capturing a village

You will see the additional time added when your next turn arrives
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Fosprey
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Joined: January 25th, 2008, 8:13 am

Re: How does the action timer works?

Post by Fosprey »

I understand that there is a big problem to count movement as an action, it becomes abusable.
But sides that have PLENTY Of units like undead and northernes seems to have problem, and aren't compensated for this.
It would be nice to add a timer like "you recive X seconds per turn + Y for each unit you control at the start of the turn"
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Sapient
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Re: How does the action timer works?

Post by Sapient »

It has been discussed before in the Multiplayer forum.
I support the idea to add an additional very small per-unit bonus.
(Once the timer gets its own popup dialog.)
However, keep in mind that Northerners get more individual recruits and more individual attacks so that does compensate somewhat.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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