Search found 36 matches

by Ruvaak
March 29th, 2019, 8:20 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 23
Views: 2133

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: 23
Views: 2133

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: 23
Views: 2133

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: 19450

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: 1613

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: 23
Views: 2133

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: 23
Views: 2133

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: 23
Views: 2133

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: 23
Views: 2133

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: 110
Views: 11180

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). ...
by Ruvaak
March 6th, 2019, 4:39 pm
Forum: Multiplayer Development
Topic: Eagle's combined MP modifications thread
Replies: 28
Views: 8396

Re: Eagle's combined MP modifications thread

Hello,

I made a recent mod this week-end, "Advance Wesnoth Wars" (see the informations in my signature link), based of some of Eagle mods, made them working on compaigns and fixed some bugs. Dunno who stil maintain them, but you can make a quick look on my code to improve them, maybe.
by Ruvaak
March 5th, 2019, 7:34 pm
Forum: WML Workshop
Topic: [solved] help for making the numbers of strikes depends on hitpoints
Replies: 12
Views: 1487

Re: help for making the numbers of strikes depends on hitpoints

Nope, I saw it but I didn'took yet read how to use it yet. It's worse the time ?
by Ruvaak
March 5th, 2019, 5:48 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 23
Views: 2133

Re: Mod : Advance Wesnoth Wars

Version 1.14.4 released (1.14.x stands BfW 1.14 compatibility checked)

I fixed some things and found a way to decrease number of strikes on units HP ratio. Except if that unit have a single big strike, in that case, I decrease the damage of that strikes.
by Ruvaak
March 5th, 2019, 5:46 pm
Forum: WML Workshop
Topic: [solved] help for making the numbers of strikes depends on hitpoints
Replies: 12
Views: 1487

Re: help for making the numbers of strikes depends on hitpoints

I found a way to find strik number with that debugging options. Was "number" :D


I updated my module to make this. thanks you !
by Ruvaak
March 4th, 2019, 11:21 am
Forum: WML Workshop
Topic: [solved] help for making the numbers of strikes depends on hitpoints
Replies: 12
Views: 1487

Re: help for making the numbers of strikes depends on hitpoints

Thanks for the links ! After some though, I came at the conclusion than basing attack numbers of HP can be more way avantagous for units having few strikes with big damages than othes having lot of strikes with moderates damages, so for now I applied to modifications only to damage. I will see if I ...