Defense of the Marshal (MP Scenario) [Version: 1.2.2]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

Post Reply
Swordy
Posts: 110
Joined: June 10th, 2005, 8:38 am

Post by Swordy »

1.1.8
- Adjusted factions.
- Removed Ghost (for now).
- Demolished Monastery (for now).
- Brought back Dwarvish Guardsman.
- Made 'Net' cost 200.
- Added Baneblade (melee drain).
- Made upgrade for backstab 150 gold.
- A dead hero is brought back home and stoned (no more 'temporary graveholes') and then unstoned when his/her turn comes.
- Minor changes to map.

edit: how come your reply is above my post? :o
forgot one more:
- Removed 'Strikes Increase Exercise'
Last edited by Swordy on May 16th, 2006, 6:39 am, edited 2 times in total.
Swordy
Posts: 110
Joined: June 10th, 2005, 8:38 am

Post by Swordy »

1.1.9
- Updated WML for Wesnoth 1.1.4.
- Adjusted prices of buyable weapons.
- Replaced 'Hatchet' with 'Chakram'.
- Brought back Monastery and Ghost.
- Modified undeads' holy resistance to -50% (150% damage).
- Replaced 'Holy staff' with 'Holy sword'.
- Adjusted era.

have fun.
highhole
Posts: 312
Joined: March 19th, 2006, 6:38 pm

sample_ai don't work

Post by highhole »

Why the sample_ai don't work on DotM?
Every time I try this with computer vs. computer the first unit moves and then the game crashes. :(
I've wesnoth version 1.1.4 and DotM 1.1.9.
I would be very happy to be able to play again the sample_ai now.
Error: no bug found
Swordy
Posts: 110
Joined: June 10th, 2005, 8:38 am

Post by Swordy »

it's sad to say to that i actually know nothing about sample_ai. :x
Yogibear
Retired Developer
Posts: 1086
Joined: September 16th, 2005, 5:44 am
Location: Hamburg, Germany

Post by Yogibear »

Well, the sample ai was not designed to be used in a game, it is rather an example to get you started if you want to code your own ai. However, it is able to play (though very bad, much worse than the default ai) and it is not supposed to crash.
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
Jew unit
Posts: 93
Joined: May 16th, 2006, 1:17 am
Contact:

Post by Jew unit »

dunno if on purpose or not but im playing a game now and the plauge staff creates not new walking corpses but new of whatever unit your using... i like it more this way but dunno maybe some balance issues?
2^x-1 mod x
User avatar
JW
Posts: 5046
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

Jew unit wrote:dunno if on purpose or not but im playing a game now and the plauge staff creates not new walking corpses but new of whatever unit your using... i like it more this way but dunno maybe some balance issues?
Wow, that sounds cool.
highhole
Posts: 312
Joined: March 19th, 2006, 6:38 pm

Post by highhole »

Is it a good idea to have buyable but very expensive (1.000 Gold??) abilities?
Error: no bug found
highhole
Posts: 312
Joined: March 19th, 2006, 6:38 pm

Post by highhole »

Something like this?:
Submerge: 500 Gold (because there's only one deep water field at the map)
Ambush: 770 Gold (there are not many wood terrains)
Cures: 1300 Gold
Heals: 1000 Gold
Illuminates: 890 Gold
Nightstalk: 1500 Gold
Regenerates: 800 Gold (unit can't be healed)
Skirmisher: 1300 Gold
Teleport: 2000 Gold
Heals +4 500 Gold
Heals +8 900 Gold
Leadership: 690 Gold

And an option which remove abilities?: 20 Gold
Error: no bug found
User avatar
Elvish_Pillager
Posts: 8137
Joined: May 28th, 2004, 10:21 am
Location: Everywhere you think, nowhere you can possibly imagine.
Contact:

Post by Elvish_Pillager »

Better costs, still just approximations but _better_:
Submerge: 2 gold
Ambush: 4 gold
Cures: 8 gold
Illuminates: 900 gold
Nightstalk: 1200 gold
Regenerates: 200 gold
Skirmisher: 3000 gold
Teleport: 300 gold
Heals +4 50 gold
Heals +8 100 gold
Leadership: 200 gold

(this doesn't mean I condone the feature, it just means I want to make a point :P)
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
highhole
Posts: 312
Joined: March 19th, 2006, 6:38 pm

Post by highhole »

Is it would be like this, I think the gold a unit gets at the start of the game need to become balanced new.
Error: no bug found
highhole
Posts: 312
Joined: March 19th, 2006, 6:38 pm

Post by highhole »

Oh I forgot:
Steadfast 3700 gold?

I think some advancements of the outlaws should be at DotM, too: (Highwayman, Huntsman, Ranger, Fugitive and so on...)
Error: no bug found
Swordy
Posts: 110
Joined: June 10th, 2005, 8:38 am

Post by Swordy »

eyh... since when could you add abilities to a unit in-game? :x
I think some advancements of the outlaws should be at DotM, too: (Highwayman, Huntsman, Ranger, Fugitive and so on...)
those are custom units... which would require everybody to download to be able to play :x
Submerge: 2 gold
Ambush: 4 gold
Cures: 8 gold
lmao
Jew unit
Posts: 93
Joined: May 16th, 2006, 1:17 am
Contact:

Post by Jew unit »

btw Ambush would be more (i know you guys wont really add this[i hope[). When you have approx 8 moves hiding in a forest is awesome because you could be anywhere! when you have lower it doesnt matter cause they know where you are and when you have higher it doesnt matter bceause you can hit them whereever, but at that in between stage ambush is great
2^x-1 mod x
kiet
Posts: 155
Joined: February 11th, 2006, 6:56 pm
Location: Sweden,Kungsor
Contact:

Post by kiet »

Wow, that sounds cool.
Cool,yes.
But very unbalancing,as the player with a strong unit could wreak havoc with it!
*imaging a Drake Blademaster with the staff and killing creeps that instantly turns into new Blademasters* :P
Post Reply