Search found 778 matches
- October 22nd, 2011, 5:56 pm
- Forum: Art Contributions
- Topic: The Hammer of Thursagan portrait repaints
- Replies: 396
- Views: 140807
Re: The Hammer of Thursagan portrait repaints
That dwarf looks scary, even unarmed. Masked Dwarves #1 and #2 appear in scenario 8 (the map with the wave of ulfs), a couple of scenarios before Karrag is unmasked. All four portraits appear in the final map. My suggestions for the shields: #1 and #2: a fist wearing an evil-looking gauntlet, like i...
- October 18th, 2011, 9:21 am
- Forum: Art Contributions
- Topic: Campaign art - Sceptre of Fire
- Replies: 255
- Views: 98657
Re: Campaign art - Sceptre of Fire
I love the art. A very minor nitpick about the horse's armour: the rims behind the eyes seem to make it more vulnerable. An arrow from the front that hits them will get directed inside the helm, without them it would be a narrow miss. Edit: please ignore the nitpick. I tried it, and it makes the hor...
- September 18th, 2011, 3:37 pm
- Forum: Technical Support
- Topic: Wesnoth and libboost_iostreams
- Replies: 4
- Views: 1472
Re: Wesnoth and libboost_iostreams
The copy of Wesnoth that you have needs version 1.4 2 of Boost, but you only have version 1.4 5 installed. The numbers are in the Boost library's filename so that both versions can be installed at the same time. If you're using a Linux distribution, I recommend installing Wesnoth from that distribut...
- September 12th, 2011, 7:44 pm
- Forum: Scenario & Campaign Development
- Topic: Story of the Slimes
- Replies: 134
- Views: 25349
Re: Campaign Review: Story of the Slimes (version 0.4.0)
Just played through the second scenario. I think the second map takes too long after the point that the result is known. The fight to get the central castle is interesting. Once I had the central castle, I'd clearly won the map. I had enough income to recruit lots of berserkers, enough to overpower ...
- September 11th, 2011, 9:36 pm
- Forum: Art Workshop
- Topic: Honey Badger
- Replies: 9
- Views: 3429
Re: Honey Badger
The back and the top of the head seem very flat.
Legs and face look good.
Legs and face look good.
- May 25th, 2011, 12:04 am
- Forum: Art Contributions
- Topic: Ancient Lich Development
- Replies: 185
- Views: 73274
Re: Ancient Lich Development
Inspired by the discussion in the NR Portraits thread - a lich using the obvious material to add curves.
I picture all the heads having spines, so she looks like a hydra when fighting.
(This is an overpaint of Valkier's art.)
I picture all the heads having spines, so she looks like a hydra when fighting.
(This is an overpaint of Valkier's art.)
- March 24th, 2011, 10:42 pm
- Forum: Multiplayer Development
- Topic: SX Development
- Replies: 205
- Views: 35857
Re: SX Development
Thanks for updating, I'm looking forward to trying a rogue. if a certain player has finished a certain map on expierienced or expert setting ... possible boni Can I suggest the opposite? I would like a difficulty option for a group of players with mixed levels of experience; giving a bonus to the be...
- January 16th, 2011, 1:09 pm
- Forum: Art Contributions
- Topic: Campaign art - Sceptre of Fire
- Replies: 255
- Views: 98657
Re: Campaign art - Sceptre of Fire
I see the spike on top of the hammer jabbing him in the ribs.LordBob wrote:Rugnur ... I added a one-handed hammer hanging from his belt
- December 30th, 2010, 10:38 pm
- Forum: Multiplayer Development
- Topic: SX Development
- Replies: 205
- Views: 35857
Re: SX Development
Hi Mabuse, Bug report for 3.8.5b. The rogue's 2nd strike ability doesn't show up on the context menu, even for characters that have bought the ability. The SX_USE_STRIKE macro is defined in SXItems.cfg, but isn't used anywhere. I tried adding an {SX_USE_STRIKE} to SXCastleOfCantar.cfg after the {SX_...
- November 4th, 2010, 8:51 pm
- Forum: Ideas
- Topic: [engine] Players leaving - invite new ones
- Replies: 3
- Views: 1326
Re: [engine] Players leaving - invite new ones
Both of these look the same in the lobby: A game with 4 sides, all sides still in the game, and three players wanting someone to join. A game with 4 sides, one side eliminated, and three players finishing the match. With the RPG and survival maps, the game can last a long time both (with a player si...
- August 28th, 2010, 11:11 am
- Forum: Art Contributions
- Topic: Ancient Lich Development
- Replies: 185
- Views: 73274
Re: Ancient Lich Development
Another motivation for liches to wear robes and bling: to attract Dark Adept research students, who'll do experiments too dangerous or boring for the lich to do themselves. Also a good reason for the lich's magic style to still use human gestures.
- August 22nd, 2010, 10:04 am
- Forum: Scenario & Campaign Development
- Topic: The Earth's Gut for BfW 1.16
- Replies: 318
- Views: 117969
Re: Campaign: Dwarven Kingdom (BfW1.8.x)
I've also been failing to get though Under Pressure without a lot of losses, and assuming that I was playing it wrong. Please add a narrator message that heavy losses are expected, given how different it is from the campaign so far. I'd been expecting that losing so many units would make the later s...
- July 26th, 2010, 10:39 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: <RESOLVED>Compiling 1.8.3 on Hardy: scons, autotools, cmake
- Replies: 4
- Views: 2403
Re: Compileing 1.8.3 on Hardy: scons, autotools, cmake all f
If your aim is just to run 1.8.3 on Hardy, you could use the debootstrap and schroot packages to run Lucid packages without properly installing Lucid yet. I'm doing this with Hardy/Squeeze - it takes about 1GB of disk space including Wesnoth. There's a missing dependency somewhere on the libxext6 pa...