Search found 15 matches

by ylmson
April 24th, 2008, 11:22 pm
Forum: Multiplayer Development
Topic: [video] Games with commentary
Replies: 6
Views: 2034

Re: [video] Games with commentary

Just figured I should share something I found a while ago: http://www.dailymotion.com/bert1fegg This does sound like a really good idea, if people want to do it. You don't really have to have very good players doing commenting all the work. One idea is to have something like a volunteer commentator ...
by ylmson
April 22nd, 2008, 2:21 pm
Forum: Coder’s Corner
Topic: new python AI, needs testing! Current version: 0.4.7
Replies: 19
Views: 4704

Re: new python AI, needs testing! Current version: 0.4.7

Very interesting AI. Here's an extremely short reply on random map, default AI (red) vs tommy.py (blue), to illustrate a problem: The notable problem in the replay is when the blue leader got attacked in turn 2, nobody came to save him. (And in the first turn the blue leader probably made a worse mi...
by ylmson
April 13th, 2008, 4:12 am
Forum: Ideas
Topic: Abilities that have potential---
Replies: 60
Views: 19441

Re: Abilities that have potential---

Sheild: If enemy unit attacks, defensive unit can block one or more of the attacks (random % to block depending on several factors) This almost sound like simply bumping up the terrain defense ratings on defense, unless you are talking about using neighbor units to block, too. Actually I wondered i...
by ylmson
April 12th, 2008, 7:38 pm
Forum: Multiplayer Development
Topic: Brotherhood of Light - Multiplayer RPG Scenario
Replies: 232
Views: 52069

Re: Brotherhood of Light - Multiplayer RPG Scenario (0.4.1)

Congratulations for the nice map! Some suggestions: 1. To make miracle work, maybe add {FULL_HEAL description=$caster.description} after [/unstore_unit] in BOL_SPELL_MIRACLE macro? 2. For swimming, etc. I prefer the following way of changing movement costs: [effect] apply_to=movement_costs replace=t...
by ylmson
April 7th, 2008, 9:36 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 209
Views: 38982

Re: The High Seas (Naval MP Scenario)

What exactly is the problem of "spam voiding" anyways? I read some of the posts but it seems to me that you need significant amount gold to do anything real meaningful instead of just trying something funny. Maybe if you can provide some specific cases where malicious "spam voiding" is a serious pro...
by ylmson
April 7th, 2008, 9:28 pm
Forum: Multiplayer Development
Topic: Living Caves - New map released!
Replies: 11
Views: 3218

Re: Living Caves - New map released!

Not sure if making temple stronger later on will improve the gameplay (It is already a bit too powerful imo.) Besides, the real problem remains that most games will probably end before the more powerful temple has any consequence. I couldn't really figure out why most games are so short because on t...
by ylmson
April 7th, 2008, 7:41 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 209
Views: 38982

Re: The High Seas (Naval MP Scenario)

There is no number, find the word "fencer" in macros/enemy.cfg. It's a block of [unit] code copied twice to make two fencers. Mabuse: regarding units-in-the-void, handling it automatically might require a bit too much modification since not all teleports are done with macro. However, my original ide...
by ylmson
April 7th, 2008, 6:50 pm
Forum: Multiplayer Development
Topic: Living Caves - New map released!
Replies: 11
Views: 3218

Re: Living Caves - New map released!

The following weapons have the same bug as massive sword: spirit sword (25-1 "arcane-melee") dragonstaff (35-1 "pierace-ranged") One problem with gameplay is that most games end rather quickly (some before turn 10? somehow it gets lopsided really easily). So a lot of of the interesting things toward...
by ylmson
April 6th, 2008, 8:56 am
Forum: Multiplayer Development
Topic: Living Caves - New map released!
Replies: 11
Views: 3218

Re: Living Caves - New map released!

I found the temple a little too unbalancing giving one bonus for the unit at the start of any side's turn (resulting in 4 rapid bonuses in between each moving turn for the units at the temple). So I did a little modification such that the bonus is only added once per round (i.e. at the start of the ...
by ylmson
April 6th, 2008, 6:40 am
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 209
Views: 38982

Re: The High Seas (Naval MP Scenario)

if you use it with a captain, make sure that you dont use more than 10/12 thugs, else your captain may get teleported into the void ;) (and i mean void surrounded by nothing than void) if you wanna board it back into the ship Or just use even more thugs :lol2:and teleport your leader straight to so...
by ylmson
April 5th, 2008, 9:58 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 209
Views: 38982

Re: The High Seas (Naval MP Scenario)

Hey, I just played high seas with A New Land Era, and it was a whole lot more fun than I expected: reshaping terrains, build villages, even remodeling your own ships (yah, I know farming on a ship doesn't make a whole lot of sense, but it is very fun!). The balancing also doesn't seem to be affected...
by ylmson
April 3rd, 2008, 4:34 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 209
Views: 38982

Re: The High Seas (Naval MP Scenario)

A complete replay of a full 200-point battle using the mod, with red winning a sweating victory. Distinct early strategies were adopted by different sides, with varying outcomes. The ability to re-purchase flagship gave life to otherwise dead leaders. Lots of maneuvering, deception, conflict and dra...
by ylmson
April 1st, 2008, 2:54 pm
Forum: Multiplayer Development
Topic: SurvivalXtreme: Version C.01!
Replies: 561
Views: 65338

Re: SurvivalXtreme: Version 2.02

If Clonkinator doesn't have any plans for SX we can do few things ;) Why, even if he wants to abandon it we can start a new project, and I'm pretty sure he doesn't. :lol2: I was just seeing Darth Jordius's post and your response: Well I'm not realy a WML expert ;) I can do something with the SX map...
by ylmson
March 31st, 2008, 6:20 pm
Forum: Multiplayer Development
Topic: SurvivalXtreme: Version C.01!
Replies: 561
Views: 65338

Re: SurvivalXtreme: Version 2.02

Hey, Just wanted you guys to know that there's a modded macro for SurvivalXtreme available. http://www.wesnoth.org/forum/viewtopic.php?f=15&t=20633 It is mostly backward compatible with the existing one (besides the experience tweaks) so it can be applied onto any survival map (just overwrite the ma...
by ylmson
March 27th, 2008, 4:48 am
Forum: Multiplayer Development
Topic: SurvivalXtreme Mod: random level-up bonuses.
Replies: 0
Views: 914

SurvivalXtreme Mod: random level-up bonuses.

This is my first try at modifying a multiplayer map, so please be nice. :P Some people I played with expressed interest in letting AMLA do something more interesting in SurvivalXtreme maps. So I made this mod which gives a random bonus for every AMLA. Of course, balancing the bonuses can be tricky, ...