Search found 41 matches

by Ruvaak
April 4th, 2019, 7:41 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advanced Wesnoth Wars

Have you seen the snippet I edited into my last post? Maybe that could help with adding that feature to the swarm version. Also applies to units that have more than 1 base strike, but were reduced to having just one. Hope it's not way too bloaty though xD Yep, it's a good idea. I wil check that thi...
by Ruvaak
April 4th, 2019, 6:30 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advanced Wesnoth Wars

Hello Hammerfritz ! I just checked the code, and it was because the attacks special was cumulative = true. I changed it with cumulative = false, and it seems to works. Check the 13.0 I just released. Tell me if still have the issue (or you spot others) I don't really understand why, but with "No Ran...
by Ruvaak
March 31st, 2019, 11:13 pm
Forum: Multiplayer Development
Topic: Eagle's combined MP modifications thread
Replies: 33
Views: 13499

Re: Eagle's combined MP modifications thread

Konrad2 wrote:
March 28th, 2019, 3:45 pm
Healer XP Mod
Healers gain xp by standing next to a unit, they don't care whether that unit is damaged.
this unit... -> This unit...

I fixed this in Advanced Wesnoth Wars. Someone is maintening all theses Eagle mods ?
by Ruvaak
March 31st, 2019, 10:18 pm
Forum: Technical Support
Topic: Heroes not defined with hero-ellipse in "The Rise Of Wesnoth"
Replies: 0
Views: 702

Heroes not defined with hero-ellipse in "The Rise Of Wesnoth"

Hello, I noticed that in "The Rise Of Wesnoth", specials heroes having the silver crown don't have the "hero ellipse", like in all others campaigns (using {IS_HERO} macro) Outside of the visual effect, it can impacts mods using the unit ellipse to apply special treatments (or excluding them from). I...
by Ruvaak
March 29th, 2019, 10:33 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advanced Wesnoth Wars

Yes, I came at the same conclusion, but quickly looking the code of "15_A_New_Land.cfg", I didn't find what mess up. I guess this case can also happens when in a scenario, you take temporary control of others leaders, then on next scenarios they withdraw all the leaders (including the one promoted w...
by Ruvaak
March 29th, 2019, 8:20 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advanced Wesnoth Wars

Hi Trossknecht , thanks for the report and the savegame ! And sorry you had that bug :( I will analyze that this weekend, if I find the time for :) Until recently I put a warning on the tooltip for that feature, because its the only one I don't recommend for campaigns, as it can do weird things depe...
by Ruvaak
March 26th, 2019, 5:48 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advanced Wesnoth Wars

I just released a major update, 1.14.12.0, doing the "no-random combats" and "HP-related strikes" in a better way, more conventional. The last option is now renamed "Squad mode", and you have 2 alternatives : using my custom calculations, or using the "swarm" ability (native, and better handled by A...
by Ruvaak
March 19th, 2019, 8:50 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advance Wesnoth Wars

I made some new features (see first post, just updated), including a very fun "Stealth mode", and did a lot of tests. Most of the popular ideas/requests for the game are in that mod, and *almost* everthing I wanted to implement. I want to want : - add "can't attack when ambushed" mod (will be specta...
by Ruvaak
March 12th, 2019, 1:31 pm
Forum: Ideas
Topic: Armello of Wesnoth
Replies: 1
Views: 19785

Re: Armello of Wesnoth

Armello is so boring (subjectively), and too much based on luck (objectively) and randomness, I don't really see the point, the community of Wesnoth globally want less-random combats or better RNG system than there is actually in the game. And would be too much work I guess. But if you have motivati...
by Ruvaak
March 12th, 2019, 1:16 pm
Forum: Ideas
Topic: [UMC]Unity Magic Mod
Replies: 5
Views: 2249

Re: [UMC]Unity Magic Mod

Dunno if this mod is still maintened, but I suggest to not apply "Enlightment" (XP every turn) to recall list, by doing this :

Code: Select all

                                 [store_unit]
					[filter]
						...
						[not]
							x,y="recall","recall"
						[/not]
					[/filter]
by Ruvaak
March 10th, 2019, 1:42 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advance Wesnoth Wars

I made a new release, including some new features, this week-end, to celebrate the 123th download ;) Everything is well tested now, I even played some solo campaigns with the mod options by default, and it keep relatively balanced (even if option 2 give a clear advantage to outnumbering camp, usuall...
by Ruvaak
March 6th, 2019, 11:49 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advance Wesnoth Wars

Ah nevermind, I made a fix to multiply a ratio, and uploaded it :)
Thanks for the tip ^^
by Ruvaak
March 6th, 2019, 11:13 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advance Wesnoth Wars

I though about this case, but I didn't implemented yet because I didn't found any concrete units who do that. There is a lot of units from default era who decreases their hp ?
by Ruvaak
March 6th, 2019, 7:46 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 37
Views: 7617

Re: Mod : Advance Wesnoth Wars

New version released, allowing an extra option : 6. Differential Healing on Level-up : when an unit advance a level, its missing HP and status (poisoned, petrified, slowed) are maintained. Concretely, an unit have 31/41 at level 2, and is poisoned, until passing to level 2. It will substract the 10 ...
by Ruvaak
March 6th, 2019, 4:47 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 111
Views: 18917

Re: BfW is a game that relies on save-scumming too much

If you want to play without RNG, I made a mod who combine lot of changes, "Advance Wesnoth Wars", including no RNG, based on No Randomless Mod but adding some features (for example, strikes number are proportional to hitpoints, advacing a level recover partial HP only and keep the bad status, etc). ...