Search found 116 matches

by Des
October 8th, 2008, 6:50 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

Re: 2 Player Clash (v0.9)

Version 0.9 Map Test:

Attached below is a map test with two opponents I was able to find while I observed.

It looks as if player 1 has a very hard time coming back from his early battle loses. Is this is a map problem or is this a common outcome from losing early battles?
by Des
October 8th, 2008, 4:23 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

Re: 2 Player Clash (v0.9)

2 Player Clash Version 0.9: http://lh5.ggpht.com/Mr.Renfer/SOwzOYCzs_I/AAAAAAAAAK0/-CXgO33Dsqs/s800/2%20player%20clash%20v0.9.JPG - Removed 1 impassible mountain tile from center and changed it into a hill. - Moved back Player 2 villages - Moved forward Player 1 villages - Restructured tiles for bet...
by Des
October 7th, 2008, 8:09 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

Re: 2 Player Clash (v0.8)

Here are two play test replays. In the first one, it seems UD out maneuvers Khalgans for the win. Is this a problem with this map? In the second one, I go straight for player 2's upper swamp village. Even though this was already pushed back, is this village in the appropriate place, or does it give ...
by Des
October 7th, 2008, 4:19 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

Re: 2 Player Clash (v0.8)

Okay, play tested this and there was not enough terrain to fight over. Here's an updated version: http://lh5.ggpht.com/Mr.Renfer/SOriWwT_ObI/AAAAAAAAAKU/NAYmv3iNHWQ/s800/2%20Player%20Clash%20v0.8.JPG - Added mountain, 2 forests and 2 hills to center - Added hills and forests tiles to upper and lower...
by Des
October 7th, 2008, 2:00 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

Re: 2 Player Clash (v0.8)

2 Player Clash (Version 0.8) http://lh4.ggpht.com/Mr.Renfer/SOrBNbacwUI/AAAAAAAAAKM/K9TRgT0d6-Y/s800/2%20Player%20Clash%20v0.8.JPG - Added 8 impassible mountain tiles to the middle - Moved Player 2's southern swamp village closer to base - Moved Player 2's Northern swamp village closer to base - Mov...
by Des
September 25th, 2008, 2:54 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

Re: 2 Player Clash (v0.7)

New test replay for this current version (0.7).
by Des
September 23rd, 2008, 3:09 am
Forum: Multiplayer Development
Topic: 2 Player Clash (v1.1)
Replies: 16
Views: 6219

2 Player Clash (v1.1)

This is a 2 player version of Clash I had up here before the forums went down. The map uses a new format of play. Basically, each player controls what two players would. Starting gold is 200. There are 20 villages. I find it adds an interesting twist to the game. For one thing, unit fronts are more ...
by Des
January 16th, 2008, 11:58 pm
Forum: Multiplayer Development
Topic: My MP map(s)
Replies: 6
Views: 1831

Your map inspired a different kind of MP map. Check it out: http://www.wesnoth.org/forum/viewtopic. ... highlight=
by Des
January 16th, 2008, 11:56 pm
Forum: Scenario & Campaign Development
Topic: Possible to code experience gain on terrain?
Replies: 7
Views: 1779

Re: Possible to code experience gain on terrain?

But maybe (either in original or modified proposal) each player would just grab one "super-village" and they would fight between them. Right. What I'm going for is having at least one critical point on the map that would force players to fight over it. Instead of only having equal villages scattere...
by Des
January 16th, 2008, 11:43 pm
Forum: Scenario & Campaign Development
Topic: Possible to code experience gain on terrain?
Replies: 7
Views: 1779

However, 5 XP per turn would be hugely overpowering. You'd probably end up with both players sitting in these windmills unit all their units are L3, then fighting, which would make a boring game. I'd recommend either reducing ti to 1 or 2 XP per turn, or limit the number of turns you can get XP. Th...
by Des
January 16th, 2008, 8:10 am
Forum: Scenario & Campaign Development
Topic: Possible to code experience gain on terrain?
Replies: 7
Views: 1779

Possible to code experience gain on terrain?

How about this for a multiplayer map: Two bases north and south with all villages on one side. On the other side is a capture point (with a different graphic like a windmill). A unit that spends an entire turn on this point gains 5 experience. Variations of this can throw a village or two on the sid...
by Des
January 15th, 2008, 4:59 am
Forum: Ideas
Topic: Ideas about mutiplayer game. Flag capture.
Replies: 19
Views: 2702

On that thought, a "Capture the Hill" variant would also be interesting. Like the scenarios where you have to survive until the end, but instead you have to hold a specific bit of terrain for a certain amount of time. You could even have a split scenario like 2p survival, where players compete side...
by Des
January 15th, 2008, 4:51 am
Forum: Multiplayer Development
Topic: My MP map(s)
Replies: 6
Views: 1831

I love the idea, but from the overview it seems that players will forget about capturing windmills and just fight each other for a much quicker game. This due to the fact that all windmills are north and far from the starting locations. I think what would fix this would be to make the map a bit smal...
by Des
January 14th, 2008, 10:10 pm
Forum: Multiplayer Development
Topic: 2v2 replays archive
Replies: 144
Views: 50063

This is a game where I (as Drakes) had a 7-0 kill rec at the start of the game and still managed to almost lose. I ended up attacking for too long into the night and losing too many troops. Great game with an unexpected ending. My opponent was Rebels.
by Des
January 14th, 2008, 10:01 pm
Forum: Ideas
Topic: Ideas about mutiplayer game. Flag capture.
Replies: 19
Views: 2702

Sounds good to me. I played a lot of First Person Shooters back in the day and a good amount of them have some sort of Capture the Flag option. It would be interesting to see how this plays out in Wesnoth multiplayer.