For what it's worth; I support this change and give the permission to
relicense everything I've done (and anything derived from what I've done).
It's telling that OpenGameArt.org proposes CC licenses as the default for
submissions.
I do think we need to specifically mark the CC-NC license
Github is better than any other source hosting system I've used for
several reasons; most of it centers around the web-interface. It's
easy to gloss over the importance of the web-interface by just calling
it cool, but it's considered cool because it has several major
functional
jetryl = Richard Kettering jetryl@xxx
jetryl = Richard Kettering kettering.rich...@gmail.com
If there's a way to convert names, I'd kinda prefer to go in the repo
as username=rkettering, rather than jetryl, since that's what I
use on github, but don't break a sweat doing it if it's any
to Two Brother's story picture
On Mon, Aug 20, 2012 at 7:19 AM, Richard Kettering
kettering.rich...@gmail.com wrote:
That was the very first file I linked you.
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Two_Brothers/images/story/Two_Brothers_M1P1.png?view=markup
This is all I know
far too small for the print magazine. Is there a
way for you (or someone else there) to convert the Gimp file to 300
DPI at least 1 inch square?
Thanks,
Amy
Art Buyer / Producer / Creative Consultant
510.333.2692
virtuallynonexistent.com
From: Richard Kettering kettering.rich...@gmail.com
To: wesnoth-dev@gna.org; Amy Yvonne Yu a...@virtuallynonexistent.com
Cc: Simon Forsyth alarantal...@gmail.com; Isaac Clerencia is...@warp.es
; Richard Kettering kettering.rich...@gmail.com
Sent: Thursday, August 2, 2012 9:32 PM
Subject: Re: [Wesnoth-dev] Wired Magazine Image Request for App
Guide
We ourselves didn't package the app for the app store, but I can link
you the picture that the icon was cropped from:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Two_Brothers/images/story/Two_Brothers_M1P1.png?view=markup
This is our icon on computers; I'm afraid we don't have a
, as
I just checked the specs myself.
-Amy
Art Buyer / Producer / Creative Consultant
510.333.2692
virtuallynonexistent.com
From: Richard Kettering kettering.rich...@gmail.com
To: dev-talk wesnoth-dev@gna.org
Sent: Thursday, August 2, 2012 1:42 PM
Subject: Re: [Wesnoth-dev] Wired Magazine Image
I'd like to strongly reiterate this comment from Oron Pered.
Immediate ultimatums will do nothing but destroy the project.
Let's postpone (for a reasonable time) painfull steps like
withdrawing code. When people make wrong moves (we all do
sometimes), they need to be given a chance to
Yeah, we very well may want to push back by a week to give
contributors a chance to submit/formulate applications.
I've done drafts of:
- a public frontpage announcement (attached below, RFC)
- a wiki page: http://www.wesnoth.org/wiki/Wesnoth_Summer_Art_Scholarship
- a questionnaire:
I think it's a excellent idea; in fact I think it's long overdue.
The only minutiae suggestion I'd have would be to use disclosure
triangles instead of +/- elements; or even to use the open-book vs.
closed-book icons we have for the help files. If you're wondering
what disclosure triangles
I hesitate to contribute to this discussion, other than to say that if
one is going to go to all the effort to make a rewrite of wesnoth, the
end product is kinda lackluster. We already have wesnoth. If one
wanted to go to all that effort, I'd suggest making a new project.
Ideally, a
If we intended to use Google Groups to mitigate the 'barrier to entry'
with the forums, it's ... kind of a red herring. Any communications
medium like IRC, usenet, or even blog comments, twitter, or anything,
really, has its own barrier to entry - until you sit down and use the
thing, for
A thought that occurs to me is, the question of whether we still want
to show off a dev release on the front page like we've been doing - at
least, so soon after the release of a stable version, and chiefly
while the dev version does not yet offer any new features over the
stable version.
There are a number of things I like about the change to Arcane, and
few things I don't like. I do miss having a damage type named holy,
but by and large I think we've otherwise had huge improvements
through the new setup.
I thought it was a great benefit to finally get a generic magic
I had looked through the log for 7/23 (or was it 24) and saw that
one; I was about to mention it as a candidate, too.
I think we have a winner.
On Jul 29, 2007, at 4:46 AM, Nils Kneuper wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Richard Kettering schrieb:
So please revert
The argument for the change is simple - to a significant number of
english speakers, Soul Shooter sounds silly. The origin of the
name came when the unit was originally created (around 0.6,0.7?).
Every single thing about the unit was an small modification of the
bone shooter's identity.
On Jul 22, 2007, at 9:34 AM, Benoit Timbert wrote:
While i understand why a new name for the level 3 skeleton archer
would be nice,
i find this change especially bad. And according to what i've seen
on IRC, a lot
of other developer tend to agree with me (through some don't really
care
There's a certain threshold for readability - one of the sources of
visual confusion, a basic strategy for making captchas, is to have
visual shapes of similar luminosity and similar size/shape overlaid
on each other. Ironically, it can hit humans harder than OCR
programs, since computers
Just a thought, but ...
A blur is no more techy than foggy glass; which was the rule rather
than the exception, back in the medieval days.
Given yours and Ivanovic's vote; I'll toss mine at 80%, too.
On Jun 14, 2007, at 8:02 PM, [EMAIL PROTECTED] wrote:
I after a quick look i pegged about
I plan on continuing to port basic TC graphics changes over to the
1.2.x line, indefinitely; until either TC is finished, or the 1.2.x
line is replaced by 1.4, whichever happens earlier.
If 1.4 still isn't released at these times, I wouldn't mind bi-
monthly (e.g. every 2-3 months) releases
8) Flavor text and mechanics should be distinguishable or separated
in help.
Bug: Flavor text is nice but experienced players refreshing
their knowledge
of the game often want to just pick out mechanics.
Fix: Organize like Civilopedia, where mechanics cones first and
I second this suggestion - it allows sufficient freedom to express
meaningful content, since anything that would push us into an R
rating would be very awkward to try and express within wesnoth.
Furthermore, it offers an extremely large body of work to act as a
legal precedent, per se - we
NOT a blocker, but I would like to rework the
___
Wesnoth-dev mailing list
Wesnoth-dev@gna.org
https://mail.gna.org/listinfo/wesnoth-dev
Why are we having this discussion? Why are we dedicating such
_exegesis to a word that 10-year olds would openly laugh at for its
quaintness?
This censorship is going way over its bounds, if you ask me. I do
not think it is doing anything to further its stated goal; and as
evidenced by
It's worth noting, for our non-english developers, that although that
may be british slang, it's universally understood by americans; and
I'd wager nearly all native speakers of the language as well.
On May 12, 2007, at 8:51 AM, Bruno Wolff III wrote:
On Sat, May 12, 2007 at 00:09:43 -0500,
One worthy note is - even if these songs don't get accepted into
mainline by our music devs, it's probably that a *lot* of campaigns
will end up using them anyways. You're doing us a very useful
service, thanks!
On May 6, 2007, at 6:48 PM, Eric S. Raymond wrote:
Joseph Toscano [EMAIL
Likewise.
On May 6, 2007, at 7:03 PM, Eric S. Raymond wrote:
Nils Kneuper [EMAIL PROTECTED]:
Okay, since it looks like the discussion has stalled. Here is what I
will announce in the forums tomorrow if you don't stop me from
doing so
by telling me what else I did miss or what is wrong:
On May 1, 2007, at 9:13 PM, Eric S. Raymond wrote:
Joseph Simmons [EMAIL PROTECTED]:
So, in conclusion:
* The only differences are that it is not Garard I, in 417 YW, who
originally commissions the Sceptre, but rather Haldric II, in 25
YW, who
does so, and that its completion only takes
Perhaps the ruffian/henchman, who (would) advance into a unit which
uses flying stones as a weapon (footpad) could have the thrown-stone
attack? It could be justified by them having more practice using
them as weapons than the average person; this is of course debatable,
but I could
I strongly support doing this, in pretty much exactly the way you two
suggested it.
In fact, I think it'd be worthwhile to make a post on our front page
requesting this. Normally, that's overkill, but this is a factor of
enough leverage that it could make a huge difference, and is worth
On Apr 2, 2007, at 4:07 PM, Noy wrote:
#1 Holy/Arcane Damage.
Cool.
#2 Mage renaming.
L1 apprentice/novice mage
L2 magewhite mage
L3 silver mage master magemage of light
L4 arch mage
L5 elder
Agreed.
Actually, in the development versions only, I think we could remove
it in the release immediately after the first one that implements the
replacement. I'd be fairly accommodating for back-comp. in stable
versions, but in the dev versions, I think we should maximize our
freedom
I think it's a really bad idea to clutter up out main page with more
buttons.
OtOH, I think we can be a lot more draconian, and can get these
problems solved much faster, if we do one simple thing. Every time a
message about deprecated WML gets sent to the console, ALSO throw a
dialog
Overall, this is pretty good.
• I especially commend the change to a 50% weakness for skeleton-
types - I think that's right where it needs to be.
• I don't mind the sorceress getting a holy attack.
My only issues with this are:
• As eleazar said, I'd suggest -10% for trolls, and either +10%
Agreed.
On Jan 22, 2007, at 10:37 AM, john w. bjerk wrote:
Agreed.
On Jan 21, 2007, at 1:23 PM, Hansenet Mail wrote:
I have no objections whatsoever. Thanks for the great work and the
lots of
effort you have put into this, Mark :-)
Greetings,
Yogi
As I said before; I don't care about this enough to argue if you
choose something contrary to my opinions, but...
My preferences for a name are:
1] Holy
2] Mystic
3] Dispel
As for the gameplay changes, I have no objections.
On Nov 26, 2006, at 6:48 PM, john w. bjerk wrote:
A description of
On Aug 13, 2006, at 7:12 PM, Lars Næsbye Christensen wrote:
Also, we had a discussion about the Command and Option key glyphs
in the Mac version. Is there a way to replace 'cmd' and 'opt', then
I'd love to do it and send the patch, but I'm not much familiar
with the code.
I talked to
FWIW, I run OptiPNG -and- GraphicConverter's PNG Filtering algorithms
(they seem not to overlap, though I have no idea what the latter does).
I do this with -almost- every image I commit (barring those which I
simply forget about).
On May 15, 2006, at 3:39 AM, Jens Seidel wrote:
Hi,
Silly me - having never turned that option off, I thought floating
labels referred to the terrain labels, which float in a layer
above the terrain.
Knowing that now, it seems even more absurd to have an option for this.
On May 10, 2006, at 4:53 AM, Nils Kneuper wrote:
Richard Kettering
I think someone else (eleazar, frame, maybe darth fool?) proposed
this before, somewhere in Dev. Discussions. It wasn't rejected - it
just fizzled out because no-one had the time to code it, then. I
also really need to make those Damage type/range icons.
I do agree that this is probably
On Apr 10, 2006, at 11:44 AM, Patrick Parker wrote:
Thanks for fixing what I proposed. It now (should) work compeltely
with translations. I only see some little problems left:
1) The special notes should be in singular since it is the
description for one unit, not a group of units.
2) Every
Computing exact numbers isn't realistic anyways - traits and most
important resistance of certain units already create to much
variations.
In MP games I do compute them by hand.
Laurent Birtz
I don't want to be a part of this discussion, but this is a really
dangerous mentality to adopt
happened to me a few times...Begin forwarded message:From: "John McNabb" [EMAIL PROTECTED]Date: April 11, 2006 4:57:39 PM CDTTo: "Richard Kettering" [EMAIL PROTECTED]Subject: Re: [Wesnoth-dev] Simplifying damage calcs On 4/11/06, Richard Kettering [EMAIL PROTECTED] wrote: Com
On Apr 11, 2006, at 5:56 PM, Laurent Birtz wrote:
However, for some serious MP players, getting
the real damage value *is* important to answer questions
such as if I move my leader there, can my opponent actually
kill it by using this and that unit at night with leadership?.
In this case, an
Change the size of the weapon img / references to 60x60.
They are currently 50x50, but I decided to change _all_ of them to
60x60 when I started the new style (it's the border that uses that
extra space).
When we're done with the conversion, everything will have been
changed to that.
Yikes! Yes, converting our PNGs to indexed is a very bad idea -
the conversion, like any conversion of an image into a 8-bit color
space, is generally lossy. Indexed PNGs, or PNG-8s, by their other
name, are 8-bit by definition, and many of our images, especially
mine or wayfarer's, use
On Feb 19, 2006, at 11:15 PM, Brandon J. Van Every wrote:
Rusty Russell wrote: Indeed, previously I was using them at the
ford, and for Mountain Pass. Now I only get 'em once I'm in the
Dwarven realm, when they aren't even useful. Did someone decide
that Griffons kick too much ass on
I STRONGLY endorse the removal of:
wesnoth-3 (the undead theme with that awful, awful slide in it)
wesnoth-4 (I'm not a melody, I'm just a scale. Repeated. over and
over again.)
wesnoth-6 (techno? Techno?!?! )
wesnoth-7 (not such a bad song, though the instrumentation is rather
thin. The
I finally got around to this, and hopefully haven't broken anything
in doing this - I did grep searches to snag any references to these
things, although I only looked in wesnoth/data/ We'll find out, soon
enough.
The following images have been moved from the images/misc/ directory
to
On Dec 14, 2005, at 11:45 PM, Jeff Breidenbach wrote:
QUESTIONS:
Do Wenoth graphic alpha channels sometimes have values
other then 255 and 0?
How about just along the edges of images; does the edge of
some creature ever blend a little? Or is it always a 255-0
alpha transition?
We use
I agree with basically everything that scott said.
On Dec 15, 2005, at 8:29 AM, Scott Klempner wrote:
As someone with one foot in the UMC world and one foot in this
world, I think the most logical path is a break between 1.0
campaigns and 1.1-2.0 campaigns. I may be wrong, but I am
These are my goals for wesnoth 2.0. With a few minor exceptions,
these are things I plan to code or spearhead myself.
Graphical Improvements:
— Particle system with z-buffering of internally clipped objects,
scriptability, and support for bitmap particles - (eventually, with z-
buffering,
On Nov 28, 2005, at 3:41 AM, Isaac Clerencia Pérez wrote:
* what do you think about the 1.1 timing?
Sounds good.
I really think that we should keep to a clear split of Wesnoth-1.0,
and Wesnoth-Later. People should be able to get binaries of the new
version, but I think we should still
can be changed per unit.
Consistency is achieved through macros. This part will really only
be used on water units, or possibly on strange units like dryads and
woses.
On Nov 28, 2005, at 3:33 AM, Richard Kettering wrote:
The CTH system will allow us to give small (or large) bonuses
On Nov 28, 2005, at 4:51 AM, Nils Kneuper wrote:
— Conversion to new team color system (Thanks dFool !)
That one already is problematic. When playing in mp, i do not see a
big difference between the units of the elvish fighter line.
Basically the lvl1 and lvl2 units do look completely the
Yet another bit of evidence, IMO, that we really need a *completely
different* approach to our graphics engine.
Our current system of basing not only our gameplay, but also our
drawing code on hexes really makes us jump through hoops - I'm not
sure how badly, because I really haven't looked
I agree with this. Having an in-game clock seems a bit odd,
especially for players who play in windowed mode.
On Nov 25, 2005, at 5:58 PM, Hogne Håskjold wrote:
I believe the consensum some time ago was to not include a clock
because it was found redundant. If it is to be included it should
One thing I just realized - we all should *really* make a point of
noting in relevant threads or otherwise that we have in fact done
what was suggested or otherwise.
I usually put a simple and uniform this has been [b]committed[/b]
on the forums - it's short, to-the-point, and also visible
Yeah, I would also add ott here v
On Oct 10, 2005, at 3:12 AM, Isaac Clerencia wrote:
On Monday, 10 October 2005 00:48, David White wrote:
i would add ott here v :)
Ivanovic ott -- for doing all he could do to push the project to
1.0 at a
time when the energy of others waned
I am
On Oct 10, 2005, at 1:29 AM, ott wrote:
I also would prefer not to have directories tagged with artists'
names.
This goes counter to the way we do attributions elsewhere, and makes
it difficult to classify images that are the work of several people.
On the other hand, we really do need to
I assume you mean something to promote the game, or whatnot. Proper
promotion of wesnoth would entail some of the following:
images suitable for desktop pictures (wallpapers, I think, is
the term MS coined for them), or printable posters.
Posters could be in a pamphlet format, with
Bumping this topic, as I think we should do this before 1.0.Several items in images/misc should probably be moved to
On Jul 12, 2005, at 6:36 PM, David White wrote:
Nils Kneuper wrote:
Hi everyone!
I just wanted to ask, how long we will wait, until the string
freeze in preparation for 1.0 will start. I think we should
release 0.9.4 about next week and start the string-freeze about
one week later. So
On Jul 2, 2005, at 4:00 PM, ott wrote:
And here is a list of images referenced in various files in data/ but
not found in the images directory:
I'll take care of this chunk.
drake-enforcer-attack-mace.png
drake-enforcer-attack-spear.png
drake-enforcer-attack-sword.png
On ... some time soon thereafter, Ott wrote:
On Fri, May 27, 2005 at 07:06:14PM -0700, Asa Swain wrote:
Campaigns: I agree that unless it gets completed
somehow, in it's current form The Dark Hordes is the
weakest campaign currently included. It's a shame
because it's one of the only campaigns I
It's really nice to have you aboard.
Translations for asian languages have always been something quite
lacking from this game, and it's nice to see that coming to an end.
Best of luck.
On Jun 5, 2005, at 8:50 PM, Nobuhito Okada wrote:
Thanks, Isaac,
Being helped by many guys, I did finally
On May 27, 2005, at 4:04 PM, Nils Kneuper wrote:
I Think we should really head for 1.0. The game looks very complete to
me,
The game looks like a half-finished mess to me, and one which needs at
least six months before we could think of calling it 1.0.
1) CAMPAIGNS:
Great ideas, I agree
On May 27, 2005, at 11:49 AM, Richard Shimooka wrote:
Firstly I'd say it would be prudent that if any change is committed it
should be discussed beforehand... not presented as fait accompli.
These need to be discussed and argued over even before they are
tested. This is especially true of
Now that I'm free for the summer, I've begun work on animating neo's
level-3 drakes.
The burner line is the only line that is really finished right now,
and many of the others could stand to have some minor rebalancing.
Those subscribed to the commit message mailing list will have already
This, at least in my view, would also be nice.
It strikes a balance, because in terms of granularity, nothing more
complicated than it would have an ostensible use in the wesnoth world.
However, it in itself *would* be useful. It would have a slight change
in the dynamics of units which
Dave and I had this discussion, and our opinions afterward came out
like this - forgive me if I am putting words in anyone's mouth:
A full-fledged resistance system such as has been described would be
too complex.
-however-
A simple immune to poison flag is very desirable. The non-living
Story time - a story a number of you probably know.
There is a site out there, called OpenOSX.com.
This site has a very bad reputation - simply because they package
open-source programs and sell them to people on cds. At one point in
time, when I was looking for a mac os X copy of the Gimp,
Namely, I would like to split the Elvish Sorceress off into a separate
line, so that over the next few releases people are not
hiring/acquiring the thing in campaigns.
I would not change the id of the unit, I would really just sever the
leveling connection to it from the shaman.
Thus, anyone
.
On Apr 26, 2005, at 1:35 PM, Richard Kettering wrote:
How does images/portraits/core/portrait-set/unit-name.png sound,
then?
On Apr 26, 2005, at 1:25 PM, Guillaume Melquiond wrote:
On 4/26/05, Richard Kettering wrote:
Well, the idea is that it doesn't get packaged with the campaign
Two motions in progress.
One would like to see Jason Lutes' very deserving work get put in
Wesnoth.
Another would like to finally see the portrait set Neorice made for
SotBE get used there, and perhaps in other places.
I'd like to see both happen, frankly.
To do this, we'll need a system for
Well, the idea is that it doesn't get packaged with the campaign - it
gets packaged with the game as a standard part.
The idea is that those portraits need not be limited to that campaign.
On Apr 26, 2005, at 1:16 AM, Guillaume Melquiond wrote:
Bad. The current practice is
How does images/portraits/core/portrait-set/unit-name.png sound,
then?
On Apr 26, 2005, at 1:25 PM, Guillaume Melquiond wrote:
On 4/26/05, Richard Kettering wrote:
Well, the idea is that it doesn't get packaged with the campaign - it
gets packaged with the game as a standard part.
The idea
That would make sense. He'd be making the files anyways, and only once
per release.
The kicker is - he's the only one who CAN do the maintenance on this,
since he is the exclusive source of those files (someone else could of
course make their own version, essentially forking them, but that
I vote yes to all of these changes, in the form that James/EP proposed
them.
I also reiterate my vote to reduce the xp-to-level for the Goblin
Knight from 150 to 80 - this will be an especially good thing to pair
with these elvish changes, as he would be a good opponent for them to
fight
The only reasons to keep it in would be testing of the new stats, and
use in campaign writing during the period in which our next release is
active.
Since we already have a lot of other stat changes in this release
already, and since any real testing of new stats should probably go a
good
Wonderful. I've been hoping to have this for some time.
I would actually propose axing the soulless, and making walking corpses
into something that does not level, if only to save drawing.
The alternative would be to power-up the soulless, since people
(including me) seem to think that it is
I've been gone for a few days, so I didn't get a chance to see the
mail, but, it works for me.
On Mar 20, 2005, at 10:32 PM, David White wrote:
David White wrote:
I think that water units -- especially the Merman Hunter need to be
made a little weaker to make them work in multiplayer on
On Mar 15, 2005, at 9:21 PM, David White wrote:
I think that we should act to leverage the experience of these players
-- who each probably play far more competitive multiplayer than any
developers -- and involve them in the development process.
A good idea, though I would warn that some of
No graphics drawn yet, because I'd like to have the units approved
before I actually draw them.
The naga are, in my mind, not *natively* a water race. They happen to
have one line - the fighter line, that works very well in water, but
I'd like their complete race to have some that do not
The only thing that *needs* changing, IMO, was one of the things Darth
Fool suggested doing - moving the terrain/defense info below the
map/time of day images.
That is the only change I would make, but it is a change I would
strongly suggest.
It seems to me that most users (including myself),
On Mar 1, 2005, at 10:00 PM, David White wrote:
I have considered this, and I don't think I can support a proposal to
add units to CVS and the distribution simply because they 'might be
useful someday'. I think any units that are added should have an
imminent use. Every file in the Wesnoth
I agree with everything James said here.
On Mar 2, 2005, at 5:25 AM, James Spencer wrote:
Me being a total nag:
[quote=rogue]
Should the Thunderguard also have a third swing then?[/quote]
At the risk of speaking for Dave, I would assume so.
On the Assasin, and this is just my opinion (I'm
My ideas:
I don't think we should mess with the burner line. Those guys are
finished, and some of the best drakes we have.
The clasher, I would split - the existing units would have some
graphical changes, expect for the slasher:
One line would have a big mallet, the other would have a big
I should have clarified a few things.
This was just a suggestion, one which I obviously have no authority to
implement. I have never done things without permission, I wouldn't
suddenly start doing so.
I meant that this policy, such as things go for wesnoth, would only
apply for well-drawn
On Feb 25, 2005, at 7:15 AM, Joseph Simmons wrote:
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
Fun with balancing.
I am of the opinion that the troll whelp should have his cost
increased to at least 14. Trolls are especially harsh against
dwarves, because few dwarves can pelt them with ranged attacks. This
would also have the side effect of making the Orcish grunt cheaper
than the
The dwarven smith line.
Graphics-in-progress are here:
http://www.wesnoth.org/forum/viewtopic.php?p=63801#63801
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).
It has no ranged
Agreed. I don't mind the change at all.
On Feb 18, 2005, at 8:42 PM, James Barton wrote:
2) It will provide a clear marking for units which do not cost upkeep.
Currently, this is a hidden functionality, which is irritating.
This was also a sore point for me.
One final point: I believe HttT
Thank you, first of all.
On Feb 20, 2005, at 9:40 AM, Susanna Björverud wrote:
elvish-shyde-healing.png
This is an interesting one. I think this may have existed, but I would
like Dave to state clearly whether or not a healing halo animation
disallows the display of the single healing
On Feb 20, 2005, at 9:14 AM, [EMAIL PROTECTED] wrote:
1.) We especially disliked, that the unit-descriptions are not really
coherent. Some units got only a short good at - bad-at description
while
others (drakes) got a more epic and rpg like descriptions. We came to
the
conclusion that both
I think this is a dangerous *absolute* to throw around. It can be
good, but having similar factions can also be good.
Perhaps this is something that should be dependent on ERA, not a fixed
feature of the game.
Otherwise there isn't a terrible lot of point in having eras - eras
exist to
For an era designed to fit with the current feel and design principle
of the classic/default eras we already have, I agree with this
wholeheartedly.
On Feb 16, 2005, at 5:18 PM, David White wrote:
While it's good to have diversity, it has been a long held 'principle'
that all factions should
On Feb 13, 2005, at 5:56 AM, Hogne Håskjold wrote:
For me this boils down to a simple question:
Is it more fun to halfway into a campaign reach the level limit of my
units, or is it more fun to be able to have my units progress through
the entire campaign?
For me it is obviously the latter.
I just committed a huge chunk of unit/image goodness into the cvs
repository.
All the images for our mages and their fireballs have been completely
replaced.
(Literally - I think the only exception is the illumination aura. )
Given the magnitude of this, I may have made a mistake or two I am
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