Search found 31 matches

by Zero_G
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...
by Zero_G
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...
by Zero_G
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!! :mrgreen:

... waiting for the coming of the 1.8 version ...
by Zero_G
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! :wink:
by Zero_G
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!
by Zero_G
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...
by Zero_G
February 19th, 2010, 10:51 am
Forum: Ideas
Topic: Current speed display
Replies: 14
Views: 4007

Re: Current speed display

Rya wrote:I usually just speed up the game by pressing shift during ai turns.
Does it work for you? It has no effect here... how do you do that?
by Zero_G
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...
by Zero_G
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...
by Zero_G
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...
by Zero_G
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...
by Zero_G
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...
by Zero_G
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 ...
by Zero_G
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. :roll:
by Zero_G
May 25th, 2009, 1:23 am
Forum: Ideas
Topic: Damage Calculation (always visible)
Replies: 33
Views: 7269

Re: Damage Calculation (always visible)

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.
Yep, adding an option to enable/disable the "inline" calculations would be an even better solution! :geek: