Search found 46 matches
- December 27th, 2007, 11:37 am
- Forum: Ideas
- Topic: Removing scenario turn limits
- Replies: 63
- Views: 11300
For some units recalling is better than recruiting: Horsemen, Mages...any 20g+ recruit as you're either getting a discount, known traits, and/or extra xp. For units like the Elvish Fighter....sweet....I spent an extra 6g for what? The 13xp I was able to milk? Why am I punished for using cheap units...
- July 31st, 2006, 10:35 pm
- Forum: Users’ Forum
- Topic: Request for 1.1.x animation & sound feedback
- Replies: 22
- Views: 6071
1. Just fine. Only problem is in games like DotM, for the dwarvish thunderer, where the repeated shotgun animations are boring. But i don't think it needs to be changed just for one custom scenario. 2. I just put sound back on my computer, and i must say i immediately noticed the difference of quali...
- July 31st, 2006, 5:38 pm
- Forum: Multiplayer Development
- Topic: Defense of the Marshal (MP Scenario) [Version: 1.2.2]
- Replies: 148
- Views: 28554
Killing someone with the slow special is also buggy. Slowing someone without killing him is fine however. Bug #6474
- July 26th, 2006, 11:00 pm
- Forum: Art Contributions
- Topic: pachyderm
- Replies: 26
- Views: 6498
Isn't it possible to split the image into 7 parts, store each part in their dedicated hex, and when redrawing an hex, just look at the 7 parts stored here. (or even without storing, just querying the part each time it is required) I haven't looked at the code right now, but i don't really see how it...
- July 14th, 2006, 10:02 pm
- Forum: Ideas
- Topic: Fencer advancement: Courtier (Level 2)
- Replies: 7
- Views: 2162
Sounds complex. I really don't like Subterfuge, as the ennemy will be able to see your unit moving from one place to another. On top of this, this punish players that do something else during their opponent turn, which i find not really nice. Extract information is an interesting ability, but way mo...
- July 2nd, 2006, 1:24 pm
- Forum: Users’ Forum
- Topic: HttT Level 1: extention of time if you're winning.
- Replies: 30
- Views: 4673
- June 25th, 2006, 1:19 pm
- Forum: Users’ Forum
- Topic: The principle of KISS:
- Replies: 27
- Views: 4063
I agree with you JW! :P I can think of at least one thing that would add complexity to the game rules, without changing the new player view, and being more interesting on the long term : the (already proposed) custom AMLA. The idea was that high level units gain special abilities once they reach the...
- May 14th, 2006, 9:14 pm
- Forum: Ideas
- Topic: Ability Idea: Sacrifice
- Replies: 30
- Views: 5386
- October 30th, 2005, 4:47 pm
- Forum: Ideas
- Topic: Making leaders more usable
- Replies: 18
- Views: 3705
I think he is talking about multiplayer (as he said the leader you have is level 2) The problem is not that the leader is too weak, it is that sending him on the frontline forbid you from recruiting during (usually) three turns, and this is often fatal in 2gpv settings. If there is a keep near the f...
- October 28th, 2005, 7:39 am
- Forum: Strategies & Tips
- Topic: concerning snow plains and valley of statues
- Replies: 3
- Views: 1855
Plains: The sword is in a village near your opponent, you need Konrad to take it. Valley: Use units (Avenger) with both melee and ranged. The cockatrices will hesitate to attack them while you can kill them. Use a mage but beware to always protect it. If you are confident about your luck, here is a ...
- October 27th, 2005, 10:13 am
- Forum: Strategies & Tips
- Topic: I have hit a wal in tRoW (sure you have heard this before)
- Replies: 6
- Views: 2511
- August 26th, 2005, 11:06 am
- Forum: Users’ Forum
- Topic: Awesome vs. AI game
- Replies: 7
- Views: 1834
- August 22nd, 2005, 11:38 am
- Forum: Art Contributions
- Topic: New Gryphon
- Replies: 23
- Views: 7138
- August 8th, 2005, 6:21 pm
- Forum: Users’ Forum
- Topic: Rise of Wesnoth: Temple of the deep: Difficulty issue
- Replies: 33
- Views: 7420
Thugs and a white mage is enough to win this mission. It would be better if you have Burin the Lost (dwarf) or kept the maulers of scenario 2, but the mission is doable only with what you have. Remember that thugs are chaotic, and skeletons all have a weakness to impact. Killing the sea monsters sho...
- August 7th, 2005, 3:01 pm
- Forum: Multiplayer Development
- Topic: Charge and Player 1 Advantage
- Replies: 36
- Views: 7547
Another thing like elscouta said the villages are really misplaced. Huh? I told exactly the opposite: that their placement doesn't give player 1 too much an advantage.On top of that, each time i played charge i played, there was quite interesting flanking moves, and the villages often changed sides...