Search found 982 matches
- May 29th, 2018, 4:19 pm
- Forum: Art Workshop
- Topic: The Era of Myths art project thread
- Replies: 460
- Views: 157895
Re: The Era of Myths art project thread
Been working on the Farstrider since I find it to be somewhat off; the unit is too slim and doesn't really fit the theme of the other Windsong. I've attached my attempt so far. I'd greatly appreciate opinions ; I noticed the 'halo' looked somewhat like demon horns, so I'll probably redo that. The F...
- May 20th, 2018, 7:23 am
- Forum: Users’ Forum
- Topic: A little doubt
- Replies: 6
- Views: 3817
Re: A little doubt
You can sort campaigns "by chronological order" in the current stable version (1.14). However, this is probably not the best way to play them. Start easy (South Guard, Orcish Incursion) and progress to harder content is the usual advice.
- May 19th, 2018, 5:35 pm
- Forum: Art Workshop
- Topic: The Era of Myths art project thread
- Replies: 460
- Views: 157895
Re: The Era of Myths art project thread
A few small edits on celestial sprites: mainly various fixes on shadows (old style, wrong opacity, copy-paste errors) and proper team color on the holy sentinel. May it be useful for those using these sprites in EoM or Ageless Era.
- May 16th, 2018, 6:59 am
- Forum: Users’ Forum
- Topic: Review of Wesnoth UMC campaigns
- Replies: 2
- Views: 3924
- May 12th, 2018, 8:34 pm
- Forum: Scenario & Campaign Development
- Topic: Return from the Abyss [SP campaign for 1.12/1.14]
- Replies: 215
- Views: 94042
Re: Return from the Abyss [SP campaign for 1.12/1.13]
There are several in this thread (even w/o closing any lines of attack). Some versions back though. Mine was from 2016. Dwarves are good and level up heals as well.
- May 12th, 2018, 4:02 pm
- Forum: Users’ Forum
- Topic: A mod to make Wesnoth's RNG a little less frustrating
- Replies: 47
- Views: 31423
Re: A mod to make Wesnoth's RNG a little less frustrating
Wesnoth could have been a learning opportunity for its younger players. Instead of learning about randomness, randomness will work just as various confused people always thought it did. It will be even harder to argue with them afterwards. We used to try in the past: https://forums.wesnoth.org/viewt...
- May 9th, 2018, 7:52 am
- Forum: Writers’ Forum
- Topic: Revisiting Wesnoth unit descriptions
- Replies: 79
- Views: 39881
Re: Removing racism from Wesnoth unit descriptions
It feels extremely weird to have this discussion without noticing that BfW mainline features genocide (against Saurians). Enacted by players. Encouraged by these shining examples some add-ons explore this topic further and are extremely verbose about the necessity to wipe out orcs once and for all i...
- May 2nd, 2018, 1:01 pm
- Forum: Website
- Topic: Minor introductory nitpicks concerning website
- Replies: 4
- Views: 6247
Re: Minor introductory nitpicks concerning website
Guide to UMC ... keeping stats for multiple BfW versions on the same page looks like maintenance cancer to me and defeats the main purpose of easy information on current campaigns (and aggregating an archive for old versions just by keeping the current page up to date) instead of another unwieldy mu...
- May 2nd, 2018, 12:31 pm
- Forum: Scenario & Campaign Development
- Topic: Guide to UMC campaigns / eras
- Replies: 97
- Views: 30291
Re: Guide to UMC campaigns / eras
Discussion about updating the guide for the 1.14 release has started in https://r.wesnoth.org/t48054 (the Minor introductory nitpicks concerning website thread.) I'm currently planning on changing each "Status" line to "Status 1.12", and adding a "Status 1.14". Please ...
- April 25th, 2018, 6:43 am
- Forum: Users’ Forum
- Topic: best non-mainline campaigns?
- Replies: 7
- Views: 7388
Re: best non-mainline campaigns?
Plenty of user made content is better than mainline. Though mainline content often features better art due to receiving more attention when Wesnoth had an active art community. Two pages meant to help navigating user made content: https://wiki.wesnoth.org/Guide_to_UMC_Content https://wiki.wesnoth.or...
- April 22nd, 2018, 8:11 pm
- Forum: Users’ Forum
- Topic: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
- Replies: 11
- Views: 5903
Re: 100% Accuracy. 0% Resistances/Defenses. Effect on Wesnoth?
What is unique in Wesnoth is imo that it feels like a war game (where you shuffle around divisions and army corps complete w/ ZoC rules) while you are ostensibly playing single fantasy units. This feel is completely abandoned by removing chance and adding ranged attacks. A lot of other rules could c...
- April 22nd, 2018, 7:03 pm
- Forum: Scenario & Campaign Development
- Topic: Author: Makepeace McEvoy - 8 campaigns?
- Replies: 4
- Views: 2380
Re: Author: Makepeace McEvoy - 8 campaigns?
I found Add's Army enjoyable and very much playable. I did like the premise on a few others, but didn't venture far because of balancing issues. For most campaigns not Add's Army you may have to rely on debug mode to break through some unbalanced bottlenecks.
- December 17th, 2017, 8:44 pm
- Forum: Ideas
- Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
- Replies: 307
- Views: 82388
Re: [mainline] Renaming Khalifate for Wesnoth-ian identity
Dunefolk and Southerners Dune sounds like sand dunes or indeed a book by Frank Herbert. / Southerners sounds like the most connotation free term I can think of in a game where northerners are orcs. And both are bland, but this is only natural when you run fiction by opinion poll. / Samarkand was at...
- December 17th, 2017, 6:21 pm
- Forum: Ideas
- Topic: [mainline] Renaming Khalifate for Wesnoth-ian identity
- Replies: 307
- Views: 82388
Re: [mainline] Renaming Khalifate for Wesnoth-ian identity
Long story short, the somewhat conservative player base populating this poll can live with Arab inspired nomads, dune-dwellers etc., but absolutely hates the idea of vaguely Arab inspired town-based states. Zombie hordes, dragons, alien invasions, human-alien hybrids... no problem, but don't give us...
- September 3rd, 2017, 9:16 am
- Forum: Strategies & Tips
- Topic: formations in BfW
- Replies: 22
- Views: 10967
Re: formations in BfW
You end with rather clear formations and battle lines in scenarios with high unit count organically. Your ball formations leave three attack options for each unit and are thus rather easy to break unless on very good terrain (e.g. dwarf lords on mountain when optimal healing outweighs damage limitat...