Search found 1267 matches

by Rhuvaen
April 11th, 2009, 12:19 pm
Forum: Game Development
Topic: Free war / strategy board games
Replies: 28
Views: 10660

Re: Free war / strategy board games

Wallenstein should be a good fit (currently on the market as Shogun, a remake in a feudal Japan theme). Economics and strategic assessment play a big role, and are cleverly implemented (you'll never be able to do as much as you want in a turn). There are custom rules for 2-player games, I believe. ...
by Rhuvaen
April 3rd, 2009, 3:15 pm
Forum: Multiplayer Development
Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
Replies: 958
Views: 213262

Re: Wesband (Now with relevant info in the first post)

Just did a quick local test (running 1.6+svn from yesterday's checkout), and I'm not getting any weapons equipped (all that appears are the fist & rock). The store doesn't sell anything, either. Closing the inventory menu item a second time quits wesnoth to the desktop with the console message: ...
by Rhuvaen
January 7th, 2009, 9:15 pm
Forum: Multiplayer Development
Topic: What is a good way to fix the length of games?
Replies: 11
Views: 3992

Re: What is a good way to fix the length of games?

I think none of these are really workable, since villages change hands naturally with the ebb and flow of time of day (ToD). So it's basically up to which side is favoured by end-game ToD. If anything, a cumulative score (over all the turns) would need to be kept IMO. I don't see it working WML-wise...
by Rhuvaen
November 11th, 2008, 11:40 pm
Forum: Ideas
Topic: Random Map Generator Improvements
Replies: 10
Views: 4174

Re: Random Map Generator Improvements

Nah, just allow the user to manipulate the settings from the right-click menu, and then regenerate the map immediately (or on command) without advancing from one scenario to another. That'd be pretty convenient. True, but can it be done? I mean using the generator algorithm, not some hackneyed WML ...
by Rhuvaen
November 11th, 2008, 9:32 pm
Forum: Ideas
Topic: Random Map Generator Improvements
Replies: 10
Views: 4174

Re: Random Map Generator Improvements

some of the sliders do not even have a visible numeric scale, how are you supposed to record the settings you picked? Oh, I see. The slider values for hill iterations and size don't get displayed anymore.. Hm, I like this idea a lot and see a possibility of making another MP map generator with in-g...
by Rhuvaen
November 8th, 2008, 4:56 pm
Forum: Strategies & Tips
Topic: MP Mentoring Replays
Replies: 0
Views: 1063

MP Mentoring Replays

Today someone asked me to play a game of Rebels vs his Loyalists with him to practice that match-up. I'm not a fantastic player by all means, but liked the chance to try to consider and communicate meaningful aspects of gameplay to someone else (and get a firmer grip of them myself in the process, h...
by Rhuvaen
November 8th, 2008, 11:53 am
Forum: Ideas
Topic: Random Map Generator Improvements
Replies: 10
Views: 4174

Re: Random Map Generator Improvements

Hello - have you not found the "settings" button? You'll find all the options in a dialog there. :) By the way, 40x40 is enormous for normal 1v1 by typical MP standards. I'm intrigued that you consider it "small". I have a feeling that many random map players actually play more a...
by Rhuvaen
November 4th, 2008, 12:17 am
Forum: Ideas
Topic: Building animation sets at run-time
Replies: 2
Views: 1260

Re: Building animation sets at run-time

Of course it'd be pretty darn complicated, ... [and one funny example later] Actually...heck, it should be reasonably easy. :P Hah... is that an idea forming? :) Two questions: 1. wouldn't you just use team color to make the guy have a red sword and green helmet (a different team color per frame :P...
by Rhuvaen
November 3rd, 2008, 9:49 pm
Forum: WML Workshop
Topic: random numbers .....
Replies: 14
Views: 3161

Re: random numbers .....

Mabuse wrote:to specify this:

a player right clicks on an enemy unit (within a certain range of a certain own unit) and "SELECTS" a MENU OPTION ...
How is the certain own unit defined? Perhaps the clients fire different events?

Really, this is quite complicated and we need to see some code...
by Rhuvaen
November 2nd, 2008, 7:00 pm
Forum: WML Workshop
Topic: Teleport Tile
Replies: 20
Views: 4652

Re: Teleport Tile

Marty wrote:its not a valid map
Maps don't have events, or other wml tags... check the documentation!
by Rhuvaen
November 2nd, 2008, 2:37 pm
Forum: WML Workshop
Topic: random numbers .....
Replies: 14
Views: 3161

Re: random numbers .....

Hmh? All of those should trigger just fine on other clients too. The move/action taken is transmitted to the other clients, and they then trigger the events accordingly as well. I meant to say that these events trigger on one client initially, and the results (of random/options) are used on all the...
by Rhuvaen
November 2nd, 2008, 1:01 pm
Forum: WML Workshop
Topic: random numbers .....
Replies: 14
Views: 3161

Re: random numbers .....

It depends on the event context. In MP it's important whether the type of event is called on all clients simultaneously (giving a different result on each), or on one client only who then passes the result to all other clients. The second type is the events that you can use random in effectively. Ev...
by Rhuvaen
September 24th, 2008, 5:51 am
Forum: Users’ Forum
Topic: Farewell
Replies: 18
Views: 5340

Re: Farewell

What you have created for MP has been an eye-opener to other creators. You've truly taken the game to new frontiers! I am not at all surprised when you say that content-creation (especially on the scope of your works) sucks you in - I'm "clean" for the better part of a year and still feel ...
by Rhuvaen
September 13th, 2008, 11:50 am
Forum: WML Workshop
Topic: goto_x/y doesn't work with ai
Replies: 6
Views: 2138

Re: goto_x/y doesn't work with ai

That's really strange, because the following code works just fine for me in UW (not tested in the new dev branch): [event] name=side turn first_time_only=no [if] [variable] name=side_number numerical_equals=8 [/variable] [then] {MODIFY_UNIT side=8 goto_x 31} {MODIFY_UNIT side=8 goto_y 35} [/then] [/...
by Rhuvaen
September 9th, 2008, 5:22 pm
Forum: WML Workshop
Topic: goto_x/y doesn't work with ai
Replies: 6
Views: 2138

Re: goto_x/y doesn't work with ai

This definitely works. I suppose a turn refresh is too late - the AI will already have calculated moves for its units. Use a side turn event or ai turn event instead.