Search found 10 matches
- September 20th, 2014, 10:18 pm
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 56
- Views: 30363
Re: No Randomness Mod Released
But thats Magic. Marksman should be cumulative. Or did I misunderstand your fix?Dugi wrote:I also fixed the problem with marksman not setting the chance to hit to 60% regardless of the target's defence.
- September 19th, 2014, 4:30 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Re: No Randomness Mod Released
Thanks!ArKFallen wrote:./data/game_config.cfg
It controls the default healing numbers for villages and resting. Also poison damage and recall cost (and some other things). It's been around some years so I'm not sure how the modding scene wouldn't know about it .
- September 19th, 2014, 2:37 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Re: No Randomness Mod Released
What about inactive turn 2 hp heal?Dugi wrote:the village healing isn't hardcoded
- September 18th, 2014, 8:57 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Re: No Randomness Mod Released
Its all about those pleasing green numbers. Without them its not so attractive.ChaosRider wrote:make a event to increase units hp when they end turn on some terrain type, its not that hard.
- September 18th, 2014, 8:31 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Re: No Randomness Mod Released
I've thought about that. It will be great. But healing... you can change healer's heal, but village and inactive turn heal is hardcoded, I believe.ChaosRider wrote:If you cant go lower why you wont go higher? Multiply recruited and already exist units hp 10 times and dmg which they deal 10 times...
- September 18th, 2014, 8:29 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Re: No Randomness Mod Released
relevent is, that ALL the damage is dealt without getting some damage in return. Ye, I understand that. In my opinion such situation can take place only in 2 cases: 1. Finishing injured low hp unit . How can man in such condition resist you? He is tired, bleeding and half-dead. You execute him with...
- September 18th, 2014, 7:54 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Re: No Randomness Mod Released
But terrain defense will reduce that damage. Even if 19 hp unit stands in Deep Water it will be (20*80)/100 = 16 damage, not a 1 hit kill.Mabuse wrote:then a unit dealing 20 damage can simply kill a unit with 19HP without getting any damage in return
- September 18th, 2014, 7:19 pm
- Forum: Scenario & Campaign Development
- Topic: Insert Thread Name Here
- Replies: 17
- Views: 5656
Insert Thread Name Here
I have seen a lot of people complaining on the forums that they want a mod without randomness.. and I don't want to see any posts of this kind. Ever.. Impossible task imho: BfW is a game with a very high stress level. Amount of information to manage, learning curve and mistakes pusniment in BfW hav...
- September 18th, 2014, 1:45 pm
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 56
- Views: 30363
Re: No Randomness Mod Released
Marksman and Magical will always do 60% and 70%? But what if defender is standing in deep water? I think this is more correct: if attacker_code[i][2][j][2][k][2].id == "marksman" and attacker_code.id == u1.id then if this_defense < 60 then this_defense = 60 end end if attacker_code[i][2][j...
- September 17th, 2014, 12:39 am
- Forum: Users’ Forum
- Topic: Looking for "more unit advancements" addon
- Replies: 3
- Views: 2105
Looking for "more unit advancements" addon
For single player campaigns. For standard units. Like this - http://units.wesnoth.org/1.6/C/era_ascension.html but its era and addon is outdated. I found it rather simple to create new units by playing with "Battle for Wesnoth\data\core\units" files. Maybe someone already made it and I jus...