Search found 751 matches

by PapaSmurfReloaded
May 13th, 2020, 12:49 pm
Forum: Multiplayer Development
Topic: Zombie Apocalypse RPG 1.6
Replies: 231
Views: 54813

Re: Zombie Apocalypse RPG 1.6

gfgtdf wrote:
May 12th, 2020, 10:31 pm
This is an old thread so I'm not sure which wesnoth version this is about but if it's 1.14 you no longer need dummy leaders you can just put defeat_condition=never in the side definition
That's good to know, makes fixing this easy. :lol:
by PapaSmurfReloaded
May 3rd, 2020, 1:19 pm
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 22
Views: 5342

Re: Kingdom Builder Mod

Have just downloaded and am currently using the Advanced version. Does it not have a slider settings options yet? Getting the hang of the resource-gathering phase, but I have to admit it heavily slows the pace of the early game. Would it have an option to increase the production gained from peasant...
by PapaSmurfReloaded
April 13th, 2020, 2:18 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 22
Views: 5342

Re: Kingdom Builder Mod

I published the alpha of a separate a sister project called Kingdom Builder Advanced (not a mod atm). Said add-on was what supposed KBM supposed to look like when I first imagined it before it took a turn for a simpler and more fun design, I''ll be using this topic for feedback of both add-ons.
by PapaSmurfReloaded
March 27th, 2020, 1:35 pm
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 180
Views: 50469

Re: A Random RPG Adventure

Made a couple of changes to some quests and events in ARRPGA AI map, improved crafting menus and added a new option in Blacksmith.
by PapaSmurfReloaded
March 27th, 2020, 2:36 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 22
Views: 5342

Re: Kingdom Builder Mod

Is there any way to select what kind of keep/castle you build and randomize/specify the type of villages built, too? Not currently, while I believe it is possible, it would be a hassle to code the ability to choose an "architectural style" for each side. Something similar existed at some point, the...
by PapaSmurfReloaded
March 27th, 2020, 2:35 am
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 957

Re: Wesmoba

Hi there! Played this map with a few friends. Is there any way the recruit list could be changed? As it is, it's a bit overpowered at early levels and once the relatively cheap upgrades to the hero stack up they become less of a hassle and more of a chore to keep recruiting. I believe there is an a...
by PapaSmurfReloaded
March 27th, 2020, 2:32 am
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 6
Views: 1947

Re: Season Changer Mod

My friends and I love this mod! Is there any way to randomize the number of turns for each season change, or exempt areas of the map from changing? -You can change how long seasons lasts (between 1 to 12 turns) before starting the game. It is probably possible to make them last a random amount of t...
by PapaSmurfReloaded
February 21st, 2020, 2:46 pm
Forum: Writers’ Forum
Topic: Are Dunefolk human?
Replies: 22
Views: 4917

Re: Are Dunefolk human?

Imperios wrote:
December 27th, 2018, 7:55 pm
Their vulnerabilities do not help either. Why are they all vulnerable to crushing damage?
Probably because the unit resistances are a matter of game balancing rather than a matter of realism.
by PapaSmurfReloaded
February 21st, 2020, 2:43 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 180
Views: 50469

Re: A Random RPG Adventure

Tuned up AI Classic map difficulty, both quest mobs and random combat, and fixed a couple of typos too.
by PapaSmurfReloaded
February 19th, 2020, 4:03 pm
Forum: Multiplayer Development
Topic: A fun concept I am working on (of interest to RPG creators?)
Replies: 16
Views: 10751

Re: A fun concept I am working on (of interest to RPG creators?)

Sounds interesting! I played your random rpg adventure and liked it a lot, main critique is that you don't seem to have more maps with an AI DM. I am wondering, are you working on something like that? Finding that many players + a human dungeon master unfortunately is quite the challenge. How is yo...
by PapaSmurfReloaded
February 15th, 2020, 3:30 pm
Forum: Faction & Era Development
Topic: Infantry Wars Era
Replies: 69
Views: 23560

Re: Infantry Wars Era

This is a good era, of decent quality, animated units. I like it, and see a lot of potential for it to expand. Unfortunately it is also quite symetrised and repetitive, so I'd like to help, at least via thought. ;) I have a couple of proposals for graphical improvements: 1. To easen identification ...
by PapaSmurfReloaded
February 6th, 2020, 8:39 pm
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 957

Re: Wesmoba

New version, the Crystal Orb now have a higher resistance to damage.
by PapaSmurfReloaded
February 2nd, 2020, 1:16 am
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 957

Wesmoba

This is the topic of my new add-on "Wesmoba", which contains 3 MOBA-like scenarios (1v1, 2v2 and 3v3).
by PapaSmurfReloaded
February 1st, 2020, 8:54 pm
Forum: Multiplayer Development
Topic: Clash of Heroes (4p PvP)
Replies: 17
Views: 5443

Re: Clash of Heroes (4p PvP)

New version with minor changes.
by PapaSmurfReloaded
January 30th, 2020, 7:56 pm
Forum: Multiplayer Development
Topic: A fun concept I am working on (of interest to RPG creators?)
Replies: 16
Views: 10751

Re: A fun concept I am working on (of interest to RPG creators?)

I uploaded a new version, I was bored and developed a little more the concept. Perhaps some day I'll make a full add-on out of this. :roll: