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Imarok

WFG Programming Team
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Posts posted by Imarok

  1. Yes, monthly progress reports would be nice, but then we'd need someone that writes them. And if that would be one of our developers, we'd less development power.

    Wrt naming the rerelease A24 or A23b: Until now all releases have been incompatible to each other. The rerelease however will be compatible with A23 (in general), so it would be counterintuitive and counterproductive to call it A24.

  2. 5 hours ago, (-_-) said:

    A minimum angle should depend the wall size I guess. But, I think a better solution would be to find the missing placement check. I couldnt find anything in the commit logs, but I still get the feeling it was a wall placement patch introduced kinda recently. It fixed placement after another bug prevented walls from being built entirely.

    The problem is, that we have only three distinct wall lengths. To allow arbitrary lengthy walls get built, without letting units through, we have to allow overlapping walls.

    • Thanks 1
  3. 8 hours ago, Boudica said:

    There might not be a predefined shortcut to only select healthy units, but do you know about the Ctrl+O drag modifier that deselects wounded units from an active selection?

    That works? I didn't knew that xD

    • Like 1
    • Thanks 1
  4. 32 minutes ago, stanislas69 said:

    Any particular reason for there being no more rules ? Just curious.

    Things got more balanced. Previous alphas there were some definitely unbalanced parts. Those were ruled out. A23 seems to have a lack of clearly op things. (Besides a mass of catas and bolts maybe)

    • Like 1
  5. For sure there is one issue: If a player always plays against bad players and does that often he can get a very high rating.
    So our system favours players that play often and always against weaker players.

    The only solution I see would be some kind of matchmaking, where wfg picks a random opponent for you and you are forced to play that game. But that seems difficult to realize.

    • Like 1
  6. On 10/8/2018 at 8:08 PM, (-_-) said:

    Apparently, it wasn't that hard. Still need more stuff from GUI side though. Like tooltips and actually greying it out.

    Edit: Might upload for vanilla too after cleaning it up. Really needs this option.

    That would also be nice for the cart embassies. Currently they have an entitylimit of 3 (or such), but the original idea was to allow only two types built.

    • Like 2
  7. 3 hours ago, Rolf Dew said:

    If I may ask, once the game is in beta phase and it moves to steam, will you still put a non steam version your website for those without steam? Because some people do not like steam or buy from elsewhere. Battle for Wesnoth has both a steam version and non steam version.

    Steam will always be an enhancement on how the game will be distributed. It will never be the only source...

    3 hours ago, Rolf Dew said:

    Perhaps this should be a question,

    " Does this game have mods?

    Yes, the game has a built in mod downloader and installer, there are several active mods at the moment, the game is built with easy modding in mind. "

    Then just add it. It's a wiki, so everyone can change it.

    • Like 1
  8. 9 hours ago, Nescio said:

    The European parliament (representing the EU's population) decided the proposal can be adopted in principle. The text is still a draft. Now it's up to the European council (representing the governments of the EU's member states) to decide upon the precise wording and turn the directive into law. In other words, it's still possible to change the more controversial articles into something vague and ineffective, but that's up to your national ministers.

    And remember it's not the end of the road. Nothing is permanent in politics.

    Not totally true, next step is the trilog, where they will write the final law. This law then has to pass the voting of the parliament again.

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