Search found 34 matches

by vasya
September 9th, 2019, 7:22 am
Forum: Multiplayer Development
Topic: Afterlife - Afterift bug
Replies: 1
Views: 535

Re: Afterlife - Afterift bug

Hi Pyrochemik! I'm the author of Afterlife, so I won't be able to help with Afterrift, but maybe I can help diagnosing what's happening (the code is similar).

Do you have a savegame?
by vasya
January 28th, 2019, 7:29 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10337

Re: Afterlife -- survival and race maps

Hi hay207, the map doesn't indeed have markers higher than 70%. This is by design. Moving fast at 70% is very hard already. If you want to make the end-game higher, chose more waves in game settings. I have some plans to move this setting to game start (instead of configuring before game starts), so...
by vasya
November 1st, 2018, 10:21 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10337

Re: Afterlife -- survival and race maps

Saratos: I've made a new release to work-around the problem. Specific numbers are calculated for teams now, which should be impossible for other [modification]-s to change. Hopefully that'll fix things. Update to version 1.6.2 (or higher) to get the changes. ;-)
by vasya
November 1st, 2018, 8:31 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10337

Re: Afterlife -- survival and race maps

Saratos: the problem is supposedly with some other add-on (modification) that changed internal team names of the map. Probably changed visible ones as well. The map is designed to have "East" and "West" team names. I'll take a look to see if I can work-around this and not rely on team names anymore....
by vasya
November 1st, 2018, 8:16 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10337

Re: Afterlife -- survival and race maps

Hi. @Elder2, regarding "no free space" end of game. Well this is generally how Afterlife works in case of space being used up. It cannot continue normally. It cannot sanely choose which units to copy, and which not to. So it falls back to saying that the overflooded side has lost. In multiplayer gam...
by vasya
October 6th, 2018, 6:18 am
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 47
Views: 14976

Re: A mod to make Wesnoth's RNG a little less frustrating

Hi. If anything, I've made attempt at playing with RNG fairness myself as well. In contrast to all previous attempts I know of, it doesn't try to change probabilities per se. Instead it just... multiplies the number of strikes and and the amount of HP by a constant. The known downside of it is that ...
by vasya
October 4th, 2018, 5:35 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

Sordolax, big thanks for the report! Fixed in version 1.2.0. Please update)
by vasya
September 26th, 2018, 6:41 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

eurydike: I must unfortunately acknowledge that I don't have time with serious game changes ATM. A whole new category with exclusive items definitely sounds serious. I guess if you have energy to implement it, a fork would be the way to go.:) (That doesn't contratict with map development possibiliti...
by vasya
September 5th, 2018, 6:18 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

@Ravana I'm still kinda doubtful about that (on both CW and Afterlife) -- I'm afraid it'll bring complexity and something people will forget about -- with not a lot of positive effect. Ideally trying to keep it as simple as possible. I may change my opinion on this if many player suggest the same th...
by vasya
September 5th, 2018, 6:15 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

Added the new map to Creep Wars, enjoy ;-)
by vasya
August 13th, 2018, 8:30 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

intermediate review: * I like hills at 11-5, 12-5 very much. * the map is not symmetrical (12,17). This needs to be fixed * personally I'm a bit doubtful on further increasing the role of water creatures (4 water villages, the other 2 are adjacent) * btw note that said villages will also provide hea...
by vasya
August 13th, 2018, 8:22 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

* regarding guards. I'm not sure it's good to remove magical/marksman bonuses altogether. After all, it's common that non-magical and non-marksman weapons are more powerful. On the other hand, castle is a bit like overdoing it -- which is exactly why recent versions of CreepWars reduce terrain defen...
by vasya
June 10th, 2018, 4:55 pm
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 5619

Re: Creep Wars addon

PerseusStoned, as far as I understand how Wesnoth works, it's not possible indeed. When you select leaders at game creation room, the client has no knowledge of the map and the custom "downgrade" code yet. So you're only allowed to choose between leaders already-present in the Era. That being said, ...
by vasya
June 8th, 2018, 10:57 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10337

Re: Afterlife -- survival and race maps

Thanks for raising attention to this!
by vasya
June 8th, 2018, 10:57 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10337

Re: Afterlife -- survival and race maps

Whoa, it took quite some time to fix it all. The non-trivial part was to remove the "grayscale" image modification when copies start to move.
But it's done now. Starting from version 1.3.7, you get both "grayed out" fresh copies and the ability to hover units to see their hex movement.