Defense of the Marshal (MP Scenario) [Version: 1.2.2]
Moderator: Forum Moderators
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?
forgot one more:
- Removed 'Strikes Increase Exercise'
- 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?
forgot one more:
- Removed 'Strikes Increase Exercise'
Last edited by Swordy on May 16th, 2006, 6:39 am, edited 2 times in total.
sample_ai don't work
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.
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
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- Retired Developer
- Posts: 1086
- Joined: September 16th, 2005, 5:44 am
- Location: Hamburg, Germany
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!
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
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
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
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 )
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 )
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.
eyh... since when could you add abilities to a unit in-game?
those are custom units... which would require everybody to download to be able to playI think some advancements of the outlaws should be at DotM, too: (Highwayman, Huntsman, Ranger, Fugitive and so on...)
lmaoSubmerge: 2 gold
Ambush: 4 gold
Cures: 8 gold
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