Search found 31 matches
- February 26th, 2010, 4:00 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.7.13 aka 1.8-beta6
- Replies: 14
- Views: 9367
Re: Wesnoth 1.7.13 aka 1.8-beta6
:lol2: omg I feel so stupid! It was right there the whole time! :mrgreen: thank you for pointing that out to me! That's so awesome that they put it in the game. :lol2: I do not own a Mac, but on Windows you can also launch it directly from the "Map Editor" item added to your Start Menu, w...
- February 26th, 2010, 3:28 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.7.13 aka 1.8-beta6
- Replies: 14
- Views: 9367
Re: Wesnoth 1.7.13 aka 1.8-beta6
Hey, I feel like this is probably a stupid question, but I have not played for a long time so please forgive me :? . Ijust upgraded to BfW 1.6.5 :mrgreen: and I noticed that there was no map editor :( (by the way if it makes any difference I'm a mac user). I enjoyed the map editor very much in my o...
- February 23rd, 2010, 12:21 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.7.13 aka 1.8-beta6
- Replies: 14
- Views: 9367
Re: Wesnoth 1.7.13 aka 1.8-beta6
Thanks guys, keep up this wonderful piece of art... Wesnoth is still my favourite fantasy role-playing game!!
... waiting for the coming of the 1.8 version ...
... waiting for the coming of the 1.8 version ...
- February 22nd, 2010, 12:32 pm
- Forum: Ideas
- Topic: Current speed display
- Replies: 14
- Views: 4007
Re: Current speed display
@Peter,Rya: yeah, I found that SHIFT works for temporarily accelerating speed, so for now I set SPEED to 2 then I keep the accelerated switch OFF, so, when I need to speed up AI turns, I keep SHIFT pressed... thanks for the useful tip!
- February 22nd, 2010, 12:30 pm
- Forum: Ideas
- Topic: Two tiny UI improvements
- Replies: 4
- Views: 1603
Re: Two tiny UI improvements
Yes, I also agree that a "search" function in help could make things better!
- February 21st, 2010, 12:10 pm
- Forum: Ideas
- Topic: Current speed display
- Replies: 14
- Views: 4007
Re: Current speed display
There is an option called skip AI moves which reduces the length of the AI turns consiterably. Yes, I tried it, but it definitely skip moves, instead of showing them at higher speed, which is more enjoyable from a gaming point of view. To summarize the ideas, it would be good to have: a keyboard sh...
- February 19th, 2010, 10:51 am
- Forum: Ideas
- Topic: Current speed display
- Replies: 14
- Views: 4007
Re: Current speed display
Does it work for you? It has no effect here... how do you do that?Rya wrote:I usually just speed up the game by pressing shift during ai turns.
- February 18th, 2010, 5:27 pm
- Forum: Ideas
- Topic: Current speed display
- Replies: 14
- Views: 4007
Re: Current speed display
Displaying the current speed is kind of useless if you can't change the speed without going to the Preferences anyway. Because if you have to go there to change it, you'll see the current speed once you get there. Yeah, totally agree, going back and forth to the preferences to adjust speed is quite...
- February 18th, 2010, 2:30 am
- Forum: Ideas
- Topic: Current speed display
- Replies: 14
- Views: 4007
Re: Current speed display
I don't think this is all that important, but it sounds like a useful and decent idea, and I don't think it would be that hard to implement... if I had the programming know-how, I'd love to write a patch for this, just for the sake of contributing something to the game. I'm for it. :) Well yes, I t...
- February 18th, 2010, 1:02 am
- Forum: Ideas
- Topic: Current speed display
- Replies: 14
- Views: 4007
Current speed display
Hi! :) I noticed that I use very often the keyboard shortcut "CTRL+A" to switch from normal to accelerated speed and viceversa, especially during the enemy turn... but many times I cannot recall what's the current speed, and I can only understand from how fast the units are moving. It woul...
- February 15th, 2010, 10:36 pm
- Forum: Users’ Forum
- Topic: iPhone version support/feedback thread: Ep. 3
- Replies: 219
- Views: 60724
Re: iPhone port, Episode 3
@Zero_G - Wait, I thought you had to get him to the south-west... maybe it's different on the iPhone. :hmm: (I actually haven't even played the iPhone version... :cry: ) mmhh.. that's good point! I didn't even look at the bottom right corner, because I remembered the desktop version... I'll check i...
- February 15th, 2010, 11:01 am
- Forum: Users’ Forum
- Topic: iPhone version support/feedback thread: Ep. 3
- Replies: 219
- Views: 60724
Re: iPhone port, Episode 3
The game was flawlessly upgraded from the previous version and it runs great on iPhone 3G, congratulations! :) However I noticed a little problem that it's not present in the current desktop version... Legend of Wesmere - first scenario : Kalenz need to be conducted to the north-west signpost, but t...
- October 22nd, 2009, 3:32 pm
- Forum: Music & Sound Development
- Topic: Journey's End
- Replies: 70
- Views: 17495
Re: Journey's End
Hi Lord of Music, congratulations, I really love your new tune! :mrgreen: I'm a digital music composer too, and I was curious about which software you used to compose and render it... I'm a Reason user recently switched from Renoise, and I'm quite happy with it, but I was curious about this kind of ...
- May 25th, 2009, 6:02 pm
- Forum: Ideas
- Topic: Damage Calculation (always visible)
- Replies: 33
- Views: 7269
Re: Damage Calculation (always visible)
An alternative solution could be having the "Damage" button to show the previsions of all the attacking weapon in order to compare them... this wouldn't be possible with the popup approach.
- May 25th, 2009, 1:23 am
- Forum: Ideas
- Topic: Damage Calculation (always visible)
- Replies: 33
- Views: 7269
Re: Damage Calculation (always visible)
Yep, adding an option to enable/disable the "inline" calculations would be an even better solution!JW wrote:I actually like this idea, but as an option. I imagine it could become annoying in, say, a long campaign. In a MP match it could be rather useful though.