Search found 251 matches
- December 24th, 2009, 12:11 am
- Forum: Multiplayer Development
- Topic: Random Default Map (REMOVED)
- Replies: 44
- Views: 9983
Re: Random Default Map: Merged map updates (0.9)
There seems to be an error with this scenario when including computer players. Every time I select a computer player to fill a slot, it always ends up with a level 0 human peasant as the leader, and it never recruits any units. Yeah, only human-controlled sides work correctly with the save_id featu...
- November 16th, 2009, 8:29 pm
- Forum: Multiplayer Development
- Topic: The Modern Multiplayer Map Reader's Digest
- Replies: 226
- Views: 62360
Re: The Modern Multiplayer Map Reader's Digest
After much tinkering, I think I've come up with a version of Hornshark that adjusts the bat situation without powering down Undead much at all. Regardless of whether the old version was balanced or not balanced, I think the core issue was that the bat dynamic wasn't very fun. So, here you go. updat...
- November 11th, 2009, 7:27 pm
- Forum: Multiplayer Development
- Topic: Wesnoth Collaborative Editor
- Replies: 17
- Views: 5143
- November 3rd, 2009, 8:43 pm
- Forum: Multiplayer Development
- Topic: Winter 2009 - Map Making Contest! UPDATED
- Replies: 176
- Views: 32314
Re: Winter 2009 - Map Making Contest!
I don't think you should take this too strictly. Because if you did, maps like CotB and Sulla's would not be allowed in this contest.Rya wrote:Boo.-Maps must be Human vs. Human. No AI sides allowed.
- October 30th, 2009, 2:35 pm
- Forum: Multiplayer Development
- Topic: Winter 2009 - Map Making Contest! UPDATED
- Replies: 176
- Views: 32314
Re: Winter 2009 - Map Making Contest!
tsr's map would look so much nicer if there was another non-village healing terrain but oasis. A "Fountain of youth" - shallow water/ford hex with a fountain (cure poison, +8hp) - would certainly help other maps, too. Actually, a whole variation of that theme might be in order: - oasis, - ...
- October 27th, 2009, 9:28 am
- Forum: Ideas
- Topic: Random start location on multiplayer maps
- Replies: 7
- Views: 1792
Re: Random start location on multiplayer maps
Can already be done: http://forum.wesnoth.org/viewtopic.php?f=15&t=26691 I believe the issue then is implementing this (CABD) code into mainline and adding it as a checkbox option. If only this was as easy as it reads ... AFAIK add-ons cannot control the client's UI outside of a game. Which is ...
- October 23rd, 2009, 8:14 pm
- Forum: Multiplayer Development
- Topic: 1v1 Replays! (THE ARCHIVE)
- Replies: 688
- Views: 172714
Re: 1v1 Replays! (THE ARCHIVE)
Hahahaha, great stuff! Hopefully I don't miss the 2010 tour!
- October 23rd, 2009, 7:32 pm
- Forum: Multiplayer Development
- Topic: Winter 2009 - Map Making Contest! UPDATED
- Replies: 176
- Views: 32314
Re: Winter 2009 - Map Making Contest!
So let this be the first entry =)
Aeth and me worked on a 2v2 version of Fallenstar, this is the result.
p1,p2 have the rear positions + 125g while p3,p4 have the forward positions + 75g.
Typical 1221 turn order.
Aeth and me worked on a 2v2 version of Fallenstar, this is the result.
p1,p2 have the rear positions + 125g while p3,p4 have the forward positions + 75g.
Typical 1221 turn order.
- October 22nd, 2009, 10:36 pm
- Forum: Multiplayer Development
- Topic: Mabee Maps Feedback
- Replies: 3
- Views: 869
Re: Mabee Maps Feedback
Seconded. Use the screenshot feature of the map editor and upload the image here (better: upload somewhere else, link to it). The map tag for this forum is currently borken (= doesn't know all the new terrain and terrain combos) and has a history of being borken while being fixed for short periods o...
- October 21st, 2009, 8:44 pm
- Forum: Technical Support
- Topic: How can i submit my excuse to a moderator to be able to play
- Replies: 2
- Views: 438
Re: How can i submit my excuse to a moderator to be able to play
Minor nitpick: don't apologize to a moderator, apologize to the mp community. It's the latter which suffers from faulty behaviour.
- October 16th, 2009, 10:54 pm
- Forum: Multiplayer Development
- Topic: Random Default Map (REMOVED)
- Replies: 44
- Views: 9983
Re: Random Default Map: Merged map updates (0.8.4)
0.9 Merged updates from Map Updates add-on
- October 16th, 2009, 9:22 pm
- Forum: Scenario & Campaign Development
- Topic: Coordinated User-made Content Development Project (with SVN)
- Replies: 31
- Views: 5660
Re: Coordinated User-made Content Development Project (with SVN)
Yeah, I guess I am just spoiled.
- October 15th, 2009, 10:32 pm
- Forum: Scenario & Campaign Development
- Topic: Coordinated User-made Content Development Project (with SVN)
- Replies: 31
- Views: 5660
Re: Coordinated User-made Content Development Project (with SVN)
I like this project. But what I absolutely dislike is the constant tagging horror that is done for IftU, for every minor "stable release". Keep in mind that svn terribly sucks at tagging, and that we constantly check out the same old images of IftU everytime. It gets boring after the first...
- October 15th, 2009, 10:26 pm
- Forum: Multiplayer Development
- Topic: The Modern Multiplayer Map Reader's Digest
- Replies: 226
- Views: 62360
Re: The Modern Multiplayer Map Reader's Digest
Now also in the Map updates, v.0.2 Available from the add-ons server. Some treats here: A new 1v1 map called Arcanclave Citadel In that folder, you will also find an update to Sablestone Delta. Massive changes there, which we can discuss if anyone is confused. :) Also, HGB changed back to the tradit...
- October 15th, 2009, 10:03 pm
- Forum: Multiplayer Development
- Topic: 1v1 multiplayer map
- Replies: 22
- Views: 4085
Re: 1v1 multiplayer map
well, reminds of hagbart's map, slightly. anyways, I invite you to post this map in the RDM thread =)