A Random RPG Adventure

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PapaSmurfReloaded
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Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version:
I spent some time improving Blacksmith.
I have as well changed a few things in the Town menu too.
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PapaSmurfReloaded
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Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New Version:
Now there the DM has a command that allow him to "change season" of the map, modifying the corresponding terrains.
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ForestDragon
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Location: Ukraine

Re: A Random RPG Adventure

Post by ForestDragon »

hello. a bit of feedback: for the DM menu, I'd like to suggest adding a "spawn unit cluster" menu (instead of having to constantly click to make an army of units). I made the code for it in case you're too busy to implement the idea yourself (You could probably make a spawn random unit cluster version if you want):

Code: Select all

[option]
message="Spawn Unit Cluster (Side:$dm_spawn_side Type:"$dm_spawn_type" X:$x1 Y:$y1)"
[show_if]
[not]
[have_unit]
[filter_location]
x,y=$x1,$y1
[/filter_location]
[/have_unit]
[/not]
[/show_if]
[command]
[message]
speaker=narrator
caption=Delete Unit
image=items/book5.png
message=How many units to spawn?
image=wesnoth-icon.png
side_for=$side_number
[text_input]
label="Input Numeric Value (1, 2, 3, etc):"
variable=dm.spawnclusteramount
[/text_input]
[/message]
{IF_VAR dm.spawnclusteramount greater_than 0 (
[then]
{REPEAT $dm.spawnclusteramount (
[unit]
side=$dm_spawn_side
type=$dm_spawn_type
x=$x1
y=$y1
upkeep=free
ai_special=guardian
[/unit])}
[/then])}
[set_variable]
name=dm_mainmenu_open
value=no
[/set_variable]
[redraw]
[/redraw]
[/command]
[/option]
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PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

ForestDragon wrote: June 19th, 2018, 6:12 am hello. a bit of feedback: for the DM menu, I'd like to suggest adding a "spawn unit cluster" menu (instead of having to constantly click to make an army of units). I made the code for it in case you're too busy to implement the idea yourself (You could probably make a spawn random unit cluster version if you want):

Code: Select all

[option]
message="Spawn Unit Cluster (Side:$dm_spawn_side Type:"$dm_spawn_type" X:$x1 Y:$y1)"
[show_if]
[not]
[have_unit]
[filter_location]
x,y=$x1,$y1
[/filter_location]
[/have_unit]
[/not]
[/show_if]
[command]
[message]
speaker=narrator
caption=Delete Unit
image=items/book5.png
message=How many units to spawn?
image=wesnoth-icon.png
side_for=$side_number
[text_input]
label="Input Numeric Value (1, 2, 3, etc):"
variable=dm.spawnclusteramount
[/text_input]
[/message]
{IF_VAR dm.spawnclusteramount greater_than 0 (
[then]
{REPEAT $dm.spawnclusteramount (
[unit]
side=$dm_spawn_side
type=$dm_spawn_type
x=$x1
y=$y1
upkeep=free
ai_special=guardian
[/unit])}
[/then])}
[set_variable]
name=dm_mainmenu_open
value=no
[/set_variable]
[redraw]
[/redraw]
[/command]
[/option]
Is it not possible that would cause desyncs though?

Some time ago it was possible to spam random units in a single hex, since the others would appear in adjacent hexes once the selected hex was occupied. However I noticed that doing that caused desyncs in other players.
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ForestDragon
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Joined: March 6th, 2014, 1:32 pm
Location: Ukraine

Re: A Random RPG Adventure

Post by ForestDragon »

PapaSmurfReloaded wrote: June 19th, 2018, 2:17 pm Is it not possible that would cause desyncs though?

Some time ago it was possible to spam random units in a single hex, since the others would appear in adjacent hexes once the selected hex was occupied. However I noticed that doing that caused desyncs in other players.
oh, ok. Didn't know that.
FortTell
Posts: 15
Joined: April 8th, 2018, 10:49 am

Re: A Random RPG Adventure

Post by FortTell »

Can you just run around from the (x,y) in a spiral, ignoring tiles that are: out of borders, impassable, taken?
If terrain codes(or tile terrain) can be checked, then maybe also an option to spawn units only on selected terrain?
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PapaSmurfReloaded
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Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

FortTell wrote: June 19th, 2018, 6:55 pm Can you just run around from the (x,y) in a spiral, ignoring tiles that are: out of borders, impassable, taken?
If terrain codes(or tile terrain) can be checked, then maybe also an option to spawn units only on selected terrain?
In theory it is possible, however I kind of think it's a lot of work not really sure it is worth all that trouble.
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PapaSmurfReloaded
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Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version with some small changes to maps.
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PapaSmurfReloaded
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Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

It's been a while since I last update ARRPGA.

Changes:
Random combat Beginning, end & rewards are now displayed as prints rather than messages.
-Added a transport system to move quickly between cities Classic (AI DM map).
-Removed town descriptions and welcome message at the beginning (AI DM map).
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PapaSmurfReloaded
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Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version, with quite a lot of changes:
-Now towns and quests use portraits rather than unit images, and most all quest givers and other actors have captions.
-Fixed quite a few bugs in AI Classic Map quests, particulary the ones related to alignement.
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PapaSmurfReloaded
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Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version of ARRPGA, changes to Classic AI DM:
-At taverns, players may recruit one unit per every empty player side there is at the beginning.
This will allow games with fewer players not to be in disadvantage, having less units or having to play many sides at the same time.
-Transport in town renamed "Gryphons Roost".
-Fixed a few typos in the manual and improved add-on description.
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PapaSmurfReloaded
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Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Minor update to a few maps of ARRPGA (Wesnoth, Ravenburgh, Traveler's Adventure).
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PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Updated Classic AI quests, making up a little more difficult.
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PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

A little update with a really, really small change.
Added a "new" game mode in classic map, it's a mix of AI and Human DM Mode.

It contains the same Random Battles, Random Events and Quests of the AI Classic Map, however the DM Side is controlled by a human, who has access to the DM Menu.

It is listed as ARRPGA Classic - DM Human (Premade).
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PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Good news!
-I finally solved the issue of only being able to resurrect one unit per side (after two units of the same side died, only one could be resurrected), and of only one unit per side healing after battles or sleeping.
-Added Heal Party command to the DM.
-Now players who recruit companions in the AI mode get their corresponding 25 Gold.
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