Re: [Wesnoth-dev] New approaches to add-ons management

2008-06-10 Thread Joseph Simmons
The PblWML page already describes a dependencies field (see
http://www.wesnoth.org/wiki/PblWML), though I'm not sure if it
actually has any effect on anything. But my point is, we (add-on
authors) have already been told to use dependencies= in .pbl files.
How would this requires= differ from dependencies=, and would it be
intended to replace it? I don't see any point to changing the name of
the field just for the sake of changing it.

--turin

On Sun, Jun 8, 2008 at 11:14 AM, ott [EMAIL PROTECTED] wrote:
 Bruno,

 On Sun, Jun 08, 2008 at 10:05:49AM -0500, you wrote:
   ott [EMAIL PROTECTED] wrote:
  requires=Units:Roman:1.5,Era:HG-Welles

 If we are going to do a requires system, we should standardize the format
 of version information and what it meeans. You really want requires to
 match a range of versions that support the needed features in the same
 manner. Requiring an exact version is in most cases too specific.

 Agreed.  I was simply thinking of the Perl require statement,
 which allows a minimum version to be specified.

 -- [EMAIL PROTECTED]

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Re: [Wesnoth-dev] Campaign server redesign note

2008-02-27 Thread Joseph Simmons
Since that service is used fairly often (for example, my school's
firewall blocks the port the in-game campaign server uses so I have to
use it), I think it would be worth it to maintain it if it's
technically feasible.

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Re: [Wesnoth-dev] General call for help -- I'm stumped

2007-11-25 Thread Joseph Simmons
If I may make a humble suggestion, I've long thought it would be
useful to have a before-animation death even and then an
after-animation death event. Often you want dialogue with the dying
character, and it really doesn't make sense for the death animation to
fire _before_ his dialogue... what, is he speaking from beyond the
grave? But, you also often want dialogue unrelated to the character,
in which case you probably want the death animation firing first,
instead of randomly at the end of the dialogue - oh, right, this
dialogue was because we just killed the bay guy.

In fact, often you want both of them - you want the bad guy to say
argh, my comrades will avenge me, then for him to fall down dead,
then for the heroes to discuss their plans for the next scenario or
whatever. This can't be done easily ATM, as far as I know, but it
would be easy to do with this change - you just have a before death
event and a die event, in the before death event you have the
enemy leader's dialogue, in the die event you have everything that
happens _after_ the death animation of the enemy leader. In between is
the actual death of the leader, which occurs exactly as normal - this
is where the death animation occurs, where the unit with the kill
levels up, if applicable, etc.

Though I don't know anything about the actual code implementing this
stuff, from reading what you've written here this would make the
bugfix easier, AND it would actually make WML more useful, so I
thought I'd throw it out there.

~Turin

On Nov 25, 2007 12:54 AM, Eric S. Raymond [EMAIL PROTECTED] wrote:
 John McNabb [EMAIL PROTECTED]:
  AIO has a die event in it for the bad guys, but it does not have an
  endlevel tag inside the event.
  Two brothers, does:
  [endlevel]
  result=victory
  bonus=yes
  [/endlevel]
  Thus, in AIO, the victory is declared by the default check on whether
  the sides have leaders, whereas in Two brothers the victory condition
  is set inside the event, thus throwing the end_of_level exception...

 Yeah, I'd say that confirms it.

 I've looked into this, and it isn't going to be trivial to fix.  The
 problem is that simply moving the firing of the the die event to after
 the unit is deleted would solve this problem, but would make the unavailable
 to find by description when you're scripting death speeches.

 I suppose we could have the victory and defeat events do a scavenging pass
 that would look for units with HP = 0 and delete them.
 --
 a href=http://www.catb.org/~esr/;Eric S. Raymond/a

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Re: [Wesnoth-dev] Campaign server crash

2007-08-08 Thread Joseph Simmons
jeremy rosen wrote:
 campaigns which produlce wmllint warning could have a WIP tag or
 old-release tag somewhere...

How does it make sense for an Imperial Era campaign that has references
to files that don't exist in the campaign, but are in the IE, to have a
WIP or old-release tag? :/

If it's absolutely necessary to do some syntax checking with wmllint,
I'd rather have it run on the campaign, send the output to the uploader,
and ask them are you sure you want to proceed, or would you rather fix
these bugs or something like that. That, or have some way of reading
the dependencies= line so it doesn't do wmllint on the addon alone,
but on the addon plus all dependencies (plus all dependencies of
dependencies, etc).

But it seems to me that, like zookeeper said, there are legitimate
reasons to have a campaign that doesn't pass wmllint and there's no need
to tag such campaigns are being WIPs or old-releases when they very well
might not be either.

~turin

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Re: [Wesnoth-dev] What's going on with the new end-of-scenario logic

2007-08-01 Thread Joseph Simmons
I can answer some of your questions:
 * At present, EOS linger is only triggered by victory or defeat.  Quit
   behavior is unchanged.  There are a couple of other EOS states in
   WML that I don't understand; continue is one of them.  I am not
   clear on whether they should put the player in linger mode.
   
Continue probably shouldn't put the user in EOS mode, though I suppose
it _could_ and it wouldn't cause major problems. Continue is used for
talking scenarios,  the difference between it and victory being that
it doesn't display a  VICTORY!  Gold: Turns left: Bonus: etc message
and it doesn't apply the 20% tax on retained gold. Since there's no
message at the end of continue scenarios telling the user the game is
over, it would probably be confusing to put them in such a situation.

Continue may also be used in some scenarios as a way of removing the 20%
tax, but it shouldn't be. (BTW, I would like to suggest making the
percentage of gold retained customizable in WML... have an attribute in
[endlevel] called retained= that defaults to 80%. Often on RPG scenarios
and such you want to let the user retain all of their gold plus any they
got on the current scenario, and there's no way to do that currently
that I know  of...)
 There is also a related issue about what how to change autosaves, and
 whether it should be changed at all.

 My own preference would be to abolish them entirely.  When users want
 to save game, they can use the menu.  This choice is now available 
 at any time, including at EOS.

 However, it has been pointed out to me that the other developers like
 having autosave enabled by default because it means they are much more 
 likely to get savefiles with their bug reports.

 Matters are further complicated by the fact that SP players tend to
 prefer start-of-turn autosaves, while MPP players tend to like
 end-of-turn autosaves.
   
Autosaves are good, both for testing, bugfixing, and playing the game.
They shouldn't be deleted, IMHO. It's true that we could force users to
always save when they want to, but that doesn't mean we should - if we
can make something more convenient for the user, we should.

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Re: [Wesnoth-dev] Naming proposal -- the Three Sisters

2007-07-31 Thread Joseph Simmons
The islands aren't exactly unnamed - it is the isle of the damned to
which they sail - they're going there explains why there are bandits who
ally with you on the island in HttT. (I realize that if those three
islands are the isle of the damned, then that map in HttT covers a
huge area compared to most scenarios... but  that's what scott intended,
I'm pretty sure. At least initially - he might have changed that later.)

I suppose we could still rename them the three sisters and then have
them BECOME the isle of the damned, but if we do it will be a bit
confusing in HttT when you wind up on the three sisters and have them
referred to as the isle of the damned.

~turin


Eric S. Raymond wrote:
 According to the map meant to be shown at the end of Liberty, Relnan
 and the survivors from two villages sail off to the three unnamed
 islands off the Great Continent's west coast north of Alduin.  The
 only directions he leaves Baldras are to keep going west when Baldras
 reaches the coast, which is not just silly but geographically wrong --
 Baldras would have to sail southwest.

 The easiest way for Relnan to leave usable directions would be to name 
 the islands.   They do not currently have a name.  I propose that we
 dub them The Three Sisters.

 To add these to the main map, I'll need a source for the font that was
 used for the legends on it.  Sirp, jetryl, what was that?
   

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Re: [Wesnoth-dev] script to sync wiki to about.cfg

2007-07-28 Thread Joseph Simmons
Considering that user-made campaigns are often contributed to by people
who've also done stuff for mainline, and user-made campaigns have their
own credits.cfg, it seems to me that if the syntax is changed there will
have to be some way for a UMC to add to the contributions= list, instead
of having their own [entry] tags for each person. Or have some way for
[entry]s to be combined if their id is the same.

~Turin


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Re: [Wesnoth-dev] Game design decisionmaking

2007-07-25 Thread Joseph Simmons
As Noy said, I'm not interested in such a position. I wish Mythological,
Noy and zookeeper well in their world-of-wesnoth project.

I think a council is probably a good idea for the types of decisions
your talking about; the proposed list of members makes sense to me.

It seems to me that before a 5th 'tie-breaking' vote should be called
upon a lot of effort should be put into a compromise solution, since
having strong disagreements between two equally large parts of the
council seems likely to lead to... well, bad things.

~turin

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Re: [Wesnoth-dev] Missing Ruby Of Fire story image in SoF

2007-05-07 Thread Joseph Simmons
No, not to my knowledge. That line should be commented out. :/

~Turin

Eric S. Raymond wrote:
 For Turin:

 ../../data/campaigns/Sceptre_of_Fire/scenarios/3t_The_Coucil_Regathers.cfg, 
 line 174 - story/ruby_of_fire.png

 Does this image actually exist somewhere?
   

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Re: [Wesnoth-dev] Adding new campaigns to mainline, some guidelines

2007-05-06 Thread Joseph Simmons
Firstly, I think the requirement that they must have animations for all
new units is unnecessary, and is likely to make most UMCs - even the
very good ones - unable to be added. It makes sense to require that they
have decent static frames, but if you require animations no one will be
able to comply - or, at least, almost no one.

It is very hard to get art for user-made content. I just don't see how
having this requirement accomplishes anything other than vastly reducing
the number of campaigns able to be added. What exactly is wrong with
having the new units not be fully animated?

--

Also, it would help to have a description of _how_ a campaign would be
added - meaning, what does the campaign creator have to do to get it
added? Who does he submit it to for consideration? How much control will
he have over it once it is included in mainline? (If they lose too much
control of the creative process, many campaign devs won't want to get
theirs included).

Most campaign creators aren't familiar with the wesnoth development
process, all they know how to do is write campaigns and use the campaign
server.

I personally think the system of having to email new versions of the
campaign to a specified campaign dev who will then commit those
changes won't work out very well, but we'll see. I don't have a better
solution without giving everyone SVN access.

--

BTW, do I have permission to add SoF?



~Turin

-- 
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Known to some as Túrin Turambar, master of doom, by doom mastered
www.wesnoth.org


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Re: [Wesnoth-dev] Adding new campaigns to mainline, some guidelines

2007-05-01 Thread Joseph Simmons
I think adding SoF to mainline is a good idea. SE might be a good 
addition as well, but I'm not going to push for it to be added. SE would 
need a lot of maintenance to be brought up to snuff, I think, but SoF is 
pretty much set as-is.

With regards to the SoF-HttT conflict, I might indeed need to add 
something to SoF saying this is how the dwarves tell it, but I 
wouldn't mind doing that - it would take five minutes. Also, the 
campaign Legend of Wesmere does a good job of explaining why SoF tells a 
different story than HttT with them both remaining factual accounts, if 
we want to go that way. It would require very minor changes to some HttT 
dialogue, which I could do as well. (It would basically be changing the 
basic idea of 'Garard I ordered the sceptre of fire to be forged and 
then, when it was never delivered, his son made finding it the key to 
being Heir to the Throne' to 'the sceptre was forged long ago, and then 
because Garard II was unsure about who his heir should be he made the 
Edict of the Sceptre'. I personally think it makes more sense the second 
way regardless of whether the campaign SoF exists or not.)

~Turin

-- 
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Known to some as Túrin Turambar, master of doom, by doom mastered
www.wesnoth.org


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Re: [Wesnoth-dev] Merge of the terrain branch

2006-12-30 Thread Joseph Simmons
As I understand it, there's been a feature freeze for 1.2 for quite a 
while, and some new features for 1.3 that did not get into 1.2 have 
built up in the past few months. Specifically, I'm thinking about the 
idling animations.


-turin

john w. bjerk wrote:
Um, this sounds like we're trying to release 1.3 (a development 
relase?) before adding the new terrain stuff.
What do we have to make 1.3 special besides the new terrain engine?  
I'm assuming open GL won't be ready before 1.3.


-eleazar / j.w.bjerk

On Dec 29, 2006, at 1:35 PM, Mark de Wever wrote:


On Fri, Dec 15, 2006 at 07:18:44PM +0100, Mark de Wever wrote:
An update about the terrain branch. We had a little discussion on IRC
about it today. The current plan is to merge before 1.3.1 and remove
compability with the old format in 1.3.3 with some extra checks for the
old incompatible format. This check will probably be removed in 1.3.4.

Any objections, questions?

Regards,

Mark de Wever

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Re: [Wesnoth-dev] No Lord.cfg for Eastern Invasion Scen.15

2006-06-16 Thread Joseph Simmons
Actually my fix was to change the unit requested to a General... which
I've committed to SVN.

- turin

Sylvain MAURIN wrote:
 No Lord.cfg for Eastern Invasion Scen.15 :

 # pwd
 /usr/local/games/wesnoth/1.1.5/share/wesnoth/data/campaigns/Eastern_Invasion/scenarios

 # cp ../../../tutorial/units/Lord.cfg ../units/

 Sylma

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Re: [Wesnoth-dev] making Balancing of campaigns easier and restructure income

2006-05-23 Thread Joseph Simmons
Well I don't really like the changes proposed so far. The main
problem is that it takes away completely the idea that you have to
conserve gold from scenario to scenario. All you have to do, under this
system, is finish as quickly as possible - there's no reason not to
recruit and recall as many units as you can to clobber the enemy into
submission. You shouldn't be able to do this - or, you should at least
get some bonus for not using all of your gold. My suggestion would be:

* Leave the bonus as is, having it apply before the tax is taken, and
not adding gold, silver, or copper.
* Make the carryover gold 30% or 40%, not 80%.
* Make the carryover gold add to the minimum gold, not replace it - so,
if your carryover gold is 60 (you ended with 200 gold, 30% carryover),
you start the next scenario with the minimum gold (say, 300) plus 60.
360 gold.

This greatly reduces the possibility of gold hoarding, although it
doesn't fix it altogether. I think you'd have to play around with the
settings to get something that worked right. But I like this a lot
better than essentially throwing multi-scenario economics out of the
game entirely.

Any change will require rebalancing, obviously, but we should go for a
rebalancing that doesn't change the game drastically.

- turin

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Re: [Wesnoth-dev] halo option

2006-05-10 Thread Joseph Simmons
Well, personally, I always play with the floating labels off. (Why?
They're annoying as hell, and don't tell me anything I can't find out
myself if I really want to - they're just distractions.) So I'd prefer
for the option to remain.

John McNabb wrote:

 On 5/10/06, Patrick Parker [EMAIL PROTECTED] wrote:

 Correction: custom floating labels are now supported via WML in the
 [unstore_unit] tag. Might as well leave the option there, IMO.


 That still is something that is only available to the scenario
 designer, not to other players in multiplayer.  So I don't see why
 leave the option.

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Re: [Wesnoth-dev] Wesnoth 1.2?

2006-04-22 Thread Joseph Simmons
This is also my sentiment. I'd like to wait until the Saracens are ready.

Patrick Parker wrote:

 Hi,

 So I would like to know:
  * what do you think about the whole idea of a stable release soon?


 Seems premature. I think when some fresh content like the Saracens are
 ready, then it will be time to refocus on a stable release.


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Re: [Wesnoth-dev] Campaigns: out with the cruft, in with the new shiny ones

2006-02-22 Thread Joseph Simmons
Agreed. Now, would this mean making The South Guard into the tutorial,
or removing the tutorial button altogether? Both are possibilities - the
former requires more work, but I guess it has the advantage of keeping a
semblance of a tutorial.

David White wrote:

 Hogne Håskjold wrote:

 The main candidates here are Under the Burning Suns and South Guard
 which are both complete and imo among the best out there. I've played
 through both of them several times and found them quite enjoyable.
 They are also maintained, with further interest from several devs to
 act as co-maintainers.

 I think that we should consider removing our current tutorial and
 replace it with South Guard. I think South Guard provides a better
 gentle introduction to the game than the current tutorial.




Agreed. I've already done this for Eastern Invasion.

Of course, if we're going to make it universal, we should probably move
the hero-marker.png graphic into a universal location - perhaps
images/misc/. Right now there are duplicate copies in The South Guard
and Eastern Invasion.

 I also think we should try to use the Hero Marker concept in all
 official campaigns.

 David


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Re: [Wesnoth-dev] Campaigns: out with the cruft, in with the new shiny ones

2006-02-16 Thread Joseph Simmons
That sounds like a good idea. However, a relatively minor issue would be
UTBS's religious references. I've heard in the past that Wesnoth is
supposed to be areligious, which UTBS definitely is not. I do think
adding it would contradict some of statements made in regards to holy
magic, white magi, etc.

If this is considered an issue, we could pick Liberty instead. IMHO,
that's the next most mature campaign.

-turin

Hogne Håskjold wrote:

 Hi

 As talked about on the IRC for quite some time now a change in
 mainline campaigns is long overdue. The Dark Hordes and SotBE are both
 incomplete, unmaintained and atm not working due to recent changes in
 SVN trunk. The proposal are to remove these from mainline and replace
 them with new campaigns. The main candidates here are Under the
 Burning Suns and South Guard which are both complete and imo among the
 best out there. I've played through both of them several times and
 found them quite enjoyable. They are also maintained, with further
 interest from several devs to act as co-maintainers.

 TDH and SotBE can be posted to the forum with a req. for maintainership.




Re: [Wesnoth-dev] one more attempt at slow

2005-11-04 Thread Joseph Simmons
It looks good, except, why do curers/healers not remove slow? Is there a
rationale behind this? It looks to me like it would confuse new players,
and does not really serve any purpose...

If there was a rationale somewhere, I missed it.

Jérémy Rosen wrote:

 ok, after discussing it a little more with soliton and Dragonking, here
 is one more attempt at slo

 - slowed units see their movement halved
 actually, movement is not halved, but movement cost is double
 this effect was already here before
 - slowed units emit no ZoC
 - slowed units have one less attack
 this effect was already there
 - slow is cured when resting or being on a village
 curers/healers don't help. only resting or staying on a village
 slow does not interact with poison or healing in anyway.


 here you go


-

Index: reports.cpp
===
--- reports.cpp(révision 8705)
+++ reports.cpp(copie de travail)
@@ -126,7 +126,7 @@
 }
 if(u-second.has_flag(slowed)) {
 unit_status  misc/slowed.png;
-tooltip  _(slowed: )  _(This unit has been slowed.
It moves at half normal speed and receives one less attack than normal
in combat.);
+tooltip  _(slowed: )  _(This unit has been slowed.
It moves at half normal speed , receives one less attack than normal in
combat, and does not emit a zone of control.);
 res.add_image(unit_status,tooltip);
 }
 if(u-second.has_flag(poisoned)) {
Index: actions.cpp
===
--- actions.cpp(révision 8705)
+++ actions.cpp(copie de travail)
@@ -1219,6 +1212,7 @@
const std::vectorteam teams)
 {
 std::mapgamemap::location,int healed_units, max_healing;
+std::mapgamemap::location,bool unslowed_units;
 
 //a map of healed units to their healers
 std::multimapgamemap::location,gamemap::location healers;
@@ -1319,8 +1313,23 @@
 }
 }
 
+// last, add units that need unslowing
 for(i = units.begin(); i != units.end(); ++i) {
+//the unit heals if it's on this side, and it's on a village or
+//it has regeneration, and it is wounded
 if(i-second.side() == side) {
+if( i-second.has_flag(slowed) 
+(map.gives_healing(i-first) ||
i-second.is_resting()) ){
+i-second.remove_flag(slowed);
+unslowed_units.insert(std::pairgamemap::location,int(
i-first, true));
+// add it to healed_units so it gets applied
+// note that insert won't add anything if it's already
there
+healed_units.insert(std::pairgamemap::location,int(
i-first, 0));
+}
+}
+}
+for(i = units.begin(); i != units.end(); ++i) {
+if(i-second.side() == side) {
 if(i-second.hitpoints()  i-second.max_hitpoints() ||
 i-second.poisoned()){
 if(i-second.is_resting()) {
@@ -1392,6 +1401,17 @@
 
 const int DelayAmount = 50;
 
+// take care of unslowed units
+if(unslowed_units[h-first]) {
+if(show_healing) {
+events::pump();
+
+sound::play_sound(heal.wav);
+SDL_Delay(DelayAmount);
+disp.invalidate_unit();
+disp.update_display();
+}
+}
 LOG_NG  unit is poisoned?   (u.has_flag(poisoned) ?
yes : no)  ,
  h-second  ,  max_healing[h-first]  \n;
 
Index: unit.cpp
===
--- unit.cpp(révision 8705)
+++ unit.cpp(copie de travail)
@@ -338,7 +338,6 @@
 
 void unit::end_turn()
 {
-remove_flag(slowed);
 if((moves_ != total_movement())  (moves_ != NOT_MOVED)){
 resting_ = false;
 }
@@ -499,7 +498,7 @@
 
 bool unit::emits_zoc() const
 {
-return type().has_zoc()  stone() == false;
+return type().has_zoc()  stone() == false  !has_flag(slowed);
 }
 
 bool unit::matches_filter(const config cfg) const


-

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Re: [Wesnoth-dev] Reorganizing images/

2005-10-11 Thread Joseph Simmons
The point is, though, that although those units may be used in other
campaigns, they _shouldn't_ be. They are character-specific. It would be
like using the Li'sar portrait for some other princess. So, this
reorganizing is a subtle hint for people to stop using units the wrong
way. ;)

Also, for the campaign-specific unit list, you forgot
  EI
Owaec - mounted fighter, mounted warrior, horse lord
Gweddry - sergeant (less sure about this, it should probably remain
in core)

Bruno Wolff III wrote:

On Sun, Oct 09, 2005 at 19:53:17 -0500,
  Richard Kettering [EMAIL PROTECTED] wrote:
  

Of the units - the following are campaign-specific, and should be  
moved to respective folders:
  TDH
Gwiti - initiate, deathmaster, demi-lich, dread lich



I think the demilich is used in another campaign so you might need to be
careful if campaigns are might get moved out of core.

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Re: [Wesnoth-dev] Reorganizing images/

2005-10-11 Thread Joseph Simmons
That's OK, though. Those campaigns would still be able to reference
images/Heir_to_the_Throne/portraits/lisar.png when they wanted the
Li'sar portrait, or the Li'sar unit graphics. The problem right now is
that it is really unclear what portraits/images/units are character
specific, and which aren't. This reorganization would make that clearer,
but it would not stop any campaign designer who wanted to use the images
from using them.

However, since I'm not actually going to do any of the reorganizing, and
wouldn't know how if I was going to... I'll just leave the decision
making to someone else.

ott wrote:

On Mon, Oct 10, 2005 at 09:17:30PM -0500, Joseph Simmons wrote:
  

The point is, though, that although those units may be used in other
campaigns, they _shouldn't_ be. They are character-specific. It would be
like using the Li'sar portrait for some other princess. So, this
reorganizing is a subtle hint for people to stop using units the wrong
way. ;)



Just because a portrait is character specific does not mean it has to be
confined to one campaign.  Most of the user campaigns are set in the same
timeline and geography as the mainline campaigns, and some explicitly
reuse characters: Kalenz comes to mind, as does Delfador, and some of
the EI characters are at least mentioned in the two Aelius campaigns.
I would not be surprised if someone did a campaign with Li'sar -- after
all, how did she become such an accomplished commander?

-- [EMAIL PROTECTED]

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Re: [Wesnoth-dev] Dwarvish Runemaster and Wesnothian Philosophy

2005-03-02 Thread Joseph Simmons

Hi all.  Just in response to the latter part of Dave's email.


On the specific issue of the Dwarvish Runemaster line:

This unit line is not something new; it has been discussed for close 
to a year already. I am kinda sympathetic toward it, because I have 
never liked the outlaws and dwarves being lumped together in the 
Knalgan Alliance. I think it looks contrived and silly. The outlaws 
were originally meant to be 'neutral units' -- weaker units that 
aren't really part of any faction.


Well, this is my view. Right now, we have AFAICT forbidden
implementation, for MP, of third level outlaws. That causes a problem
for Age of Heroes. You have a faction, half of who's units cannot level.
I think we need to really rethink either dwarves aligning with outlaws,
or outlaws not getting third levels. I would prefer we rethink both, but. :]

On the other hand, I'm not sure exactly how much closer the Runemaster 
will take the Dwarves to being able to 'declare independence' from the 
outlaws. It seems to me that we'll basically have five dwarvish units 
that all have similiar movement and defense values, with one being a 
basic fighter, one being a ranged fighter, and the other three simply 
having different 'cool' abilities.


Is not the Gryphon Rider a dwarf? Take a careful look at the image.
That's a dwarf riding it.

So, we could leave the Gryphon rider with the dwarves, bringing it up to
6 units, including one scout/fighter. It would be a rather unique
faction, but I think it could still compete. I might do some AI v. AI
testing of a faction composed of those units.

-turin-


PS: um, can anyone tell me why the Ulfserker has _worse_ defences than
the other dwarvish units on hills and mountains? This seems
counterintuitive to me. The berserker should have less resistance to
melee attack types, but not worse defence. In anything, better defence.





Re: [Wesnoth-dev] Ruin terrain letters.

2005-03-01 Thread Joseph Simmons



Hogne Håskjold wrote:


On Tue, Mar 01, 2005 at 06:31:08PM -0500, John McNabb wrote:
 


All,
I have committed the first images for the ruined castle and its
variants, the sunken and swamp castles.  I would like to add the terrain
types into the mainline terrain and make them available for the campaign
developers to incorporate into their maps.  My proposal is to use the
letter 'N' for the ruin, 'O' for the sunken ruin, and 'Q' for the swamp
ruin.  Are there any objections or proposed alternatives to these?

Thanks,
John (aka Darth Fool)
   



Hi

I think 'O' is designated for orc castle, althought it seems the gfx
for it never turned up. I guess it's ok to use the letter for
something else.
 


There never were any plans for the orcish castle. I once accidentally
committed a terrain.cfg that had it listed, but there probably never
will be an orcish castle.

-turin




Re: [Wesnoth-dev] New dwarven unit proposal

2005-02-25 Thread Joseph Simmons
I think its a good unit idea. I have graphical concerns, but I am in 
favor of the unit.


Basic unit, for which I have not specified stats (they would make it 
more expensive than other dwarves, more sturdy than a thunderer, and 
about the same movement).


20-21 gold. Probably ~8-2 melee (remember its magic). I figure you can't 
swing a hammer very quickly. If you want more strokes, 6-3 maybe.


Having a melee magic attack is not a new idea, AFAIK. The Shadow Mage 
line has it. (that's not an official unit, but its used fairly often). 
But that doesn't mean its not a good idea.



I would also like to suggest an aura for this unit.  My idea is a 
stoneskin aura, which would make all adjacent units subtract damage 
from attacks dealt to them.
The level-2 smith would cause an aura which would reduce the damage of 
all attacks by one.

Level-3 - two damage, level-4 - three damage.


This sounds rather complex. Why not give them the same specialty, but do 
something like leadership - it is more effective for lower levels? Gives 
~20% attack resistance to physical attacks per level difference. So at 
fourth level, it give ~60% resistance to attacks... that might be too 
powerful.


This should, perhaps be limited to pierce/blade/impact attacks, and 
should not be able to reduce damage below 1 damage per strike.


I think the limitation to physical attacks is good, but it might be seen 
as too complex. By reduce damage below 1 damage per strike, you mean it 
cannot make them do 0 damage, right? That is i believe already done for 
all damage-reducing effects (like resistance and bad time of day). Or do 
you mean it cannot reduce damage by more than 1? That would be odd, and 
I doubt its what you mean, but its how I read what you said at first.


The whole point of this is to make the dwarves (and by this, I mean 
the dwarves alone, not the knalgans) more powerful, without 
sacrificing their dwarvenness.


It is very dwarvish, I'll give you that.

-turin




Re: [Wesnoth-dev] Three level units

2005-02-14 Thread Joseph Simmons

David White wrote:


Susanna Björverud wrote:

Also, it is not necessarily so that everything _needs_ to be 
mainline. I am perfectly fine with user campaigns havig level 3 of 
certain units, where mainline does not. The user campaigns are a 
treasure trove, and a great part of what makes Wesnoth a fun game. I 
think we need to emphasize more towards the community as a whole that 
something being implemented in a user campaign, and not in main line, 
does in no way is an indication of inferiority. The inclusion of a 
screenshot from a user campaign on the front web page is a good start.



I concur with this: user campaigns are often of high quality, and 
quartex, Shade, and aelius in particular have done some great user 
campaigns. They are really seperate projects in their own right that 
show a great deal of creativity.


Perhaps to elevate their status we should add a sub-page to the 
Wesnoth site for 'user-made campaigns and modifications', and try to 
develop a facility for campaign developers to each have a page 
describing their campaign?


David


wiki.wesnoth.org/UserScenarios already fills this purpose. Not every 
campaign is there, but most are, even some rather old ones. I think all that
is needed is a link to that page from somewhere on the front page. If 
even that is necessary.


Turin

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