Search found 22 matches
- April 14th, 2009, 12:34 am
- Forum: Scenario & Campaign Development
- Topic: 1.6 SP Campaign: Bad Moon Rising 0.8.6 (1.6 ONLY - NOT 1.8)
- Replies: 175
- Views: 50008
Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.2.1
Thanks - I used the temporary workaround, not being familiar with the save files. After installing 0.6.2.1 I had restarted in the previous scenario just before the death of Hulric, think that that would work, but no luck. By the way, in that previous scenario (under 0.6.2) one thing looked to be a b...
- April 13th, 2009, 2:15 am
- Forum: Scenario & Campaign Development
- Topic: 1.6 SP Campaign: Bad Moon Rising 0.8.6 (1.6 ONLY - NOT 1.8)
- Replies: 175
- Views: 50008
Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.2.1
Bad Moon Rising 0.6.2.1 / Wesnoth 1.6a / WinXp I'm experiencing the same bug as Theron in post 4/10/09 8:37am. I had downloaded the most recent version today hoping it would be fixed. The bug occurs when heading for the mines after crossing the bridge south of the large fort after having completed t...
- April 8th, 2008, 2:32 pm
- Forum: Scenario & Campaign Development
- Topic: Invasion from the Unknown (1.9.99) for Wesnoth 1.4
- Replies: 447
- Views: 153247
Re: Invasion from the Unknown (1.9.0) for Wesnoth 1.4
Very nice set of scenarios. About the elves vs goliath scenario, it could use some beefing up of the difficulty level -- I ran through with Lvl3 units that were not challenged by the mostly lvl 1 units present. Maybe set fixed initial gold or completely fix the initial set of units or restrict to a ...
- January 13th, 2008, 5:23 pm
- Forum: Multiplayer Development
- Topic: Dark Forecast - 2p Co-Op survival
- Replies: 46
- Views: 24705
- January 13th, 2008, 4:01 pm
- Forum: Multiplayer Development
- Topic: Dark Forecast - 2p Co-Op survival
- Replies: 46
- Views: 24705
I just played this through to the end on single player and really enjoyed it. Both the random spawns and the weather added a lot to the interest of the scenario. Also liked the boss monsters near the end. Minor detail... total number of turns was displayed as 45 until turn 41 when it incremented to ...
- January 8th, 2008, 11:58 pm
- Forum: Scenario & Campaign Development
- Topic: Imperial Era Campaign: Alfhelm the Wise
- Replies: 68
- Views: 26643
- January 8th, 2008, 11:10 pm
- Forum: Scenario & Campaign Development
- Topic: Imperial Era Campaign: Alfhelm the Wise
- Replies: 68
- Views: 26643
- January 8th, 2008, 5:27 pm
- Forum: Scenario & Campaign Development
- Topic: Imperial Era Campaign: Alfhelm the Wise
- Replies: 68
- Views: 26643
- January 6th, 2008, 2:52 am
- Forum: Website
- Topic: Terrain table
- Replies: 0
- Views: 1127
Terrain table
Small thing, but couldnt figure out who to email this to so posting it here....
Code "Rp" is missing in the Terrain Table.
http://www.wesnoth.org/wiki/TerrainLettersWML
Code "Rp" is missing in the Terrain Table.
http://www.wesnoth.org/wiki/TerrainLettersWML
- January 1st, 2008, 5:07 pm
- Forum: Mainline Campaign Development
- Topic: Liberty
- Replies: 47
- Views: 55259
- December 31st, 2007, 4:08 am
- Forum: Ideas
- Topic: Shrouded Factions
- Replies: 25
- Views: 5184
- December 30th, 2007, 3:47 am
- Forum: Scenario & Campaign Development
- Topic: New: Ooze Mini-Campaign
- Replies: 71
- Views: 42510
FWIW, I think the spawning bats make it easier (even with the 60% def) in that by the time I attacked the bat section I had a gazillion ooze army which swarmed the no-zoc lvl 0 bats. Simply made more oozes in the end (this was on Hard Lvl). Maybe lvl 0 WC would work as a substitute to the bats, perh...
- December 30th, 2007, 2:20 am
- Forum: Scenario & Campaign Development
- Topic: New: Ooze Mini-Campaign
- Replies: 71
- Views: 42510
I just downloaded and played through the first scenario -- very nice. One thing was that there was a dialog box saying something to the effect that the bats would not produce spawned oozes upon death. However, the bats did in fact spawn oozes when I played through. So that may be a bug of sorts to l...
- December 29th, 2007, 10:35 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Merman's Odyssey
- Replies: 7
- Views: 2828
I'm playing the first scenario and am finding that many the merman ranged units (such as hunters) are attacking the nagas with their melee attacks. Seems to be some problem with the ai. Otherwise this is an interesting scenario. I agree with some of the other posters that reducing the number of orcs...
- July 26th, 2007, 5:58 pm
- Forum: Ideas
- Topic: Parameterise recall cost
- Replies: 6
- Views: 2649
I also think the mechanics would benefit from something slightly more involved than a flat 20gp. So... how about unit recall cost = cost to recruit same level unit? This would reflect a market rate for units (why would a level 3 unit charge a flat 20?) that to some extent has already been balanced b...