Conquest Minus
Moderator: Forum Moderators
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
for PlayerX
This is a notice especially for PlayerX, who was considering he would create a campaign-style scenario(s) for Conquest Minus.
Now Conquest Minus is much more ready for such a type of a scenario than earlier, because now scenarios can overwrite the code of the Minus core.
The code of these scenarios can explain it:
Now Conquest Minus is much more ready for such a type of a scenario than earlier, because now scenarios can overwrite the code of the Minus core.
The code of these scenarios can explain it:
- 1_test_strength_1.cfg shows how to change basic behaviours of the game
- gabrithia.cfg shows how to add new units
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Conquest Minus
I have a note about the algorithm that places players:
I'm not exactly sure how it works, but it appears to me that the first player spawns on specific positions all the time.
I suggest that positions are shuffled after the placing process (without changing the teams). I guess that's possible.
Regards, Blop
I'm not exactly sure how it works, but it appears to me that the first player spawns on specific positions all the time.
I suggest that positions are shuffled after the placing process (without changing the teams). I guess that's possible.
Regards, Blop
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Re: Conquest Minus
Blop,
a) maybe the issue is a continuation of this bug:
look at this post (skip the part about OOS) and the subsequent one.
(So far I got no report whether the patch in 3.1.3 worked or not)
b) or it is another bug.
-------------------------------------------------------------
The problem is I cannot reproduce the bug, because I was never affected.
1) I would like to know about more detailed test results (because I still think you might be mistaken)
2) I can create a special version of Conquest Minus, that will serve for debugging purposes of this bug. Then you and other affected players must run tests with that Conquest Minus version and report results here.
a) maybe the issue is a continuation of this bug:
look at this post (skip the part about OOS) and the subsequent one.
(So far I got no report whether the patch in 3.1.3 worked or not)
b) or it is another bug.
-------------------------------------------------------------
The problem is I cannot reproduce the bug, because I was never affected.
1) I would like to know about more detailed test results (because I still think you might be mistaken)
2) I can create a special version of Conquest Minus, that will serve for debugging purposes of this bug. Then you and other affected players must run tests with that Conquest Minus version and report results here.
Re: Conquest Minus
I've tested a bit and could not reproduce what I was getting earlier.
You're probably right; it was just a statistical coincidence.
You're probably right; it was just a statistical coincidence.
-
- Posts: 11
- Joined: April 24th, 2009, 11:33 am
Tournament or ladder?
SlowThinker has said about my tournament, that you can see at http://bracketcloud.com/tournament/2132, that it would be better to use a ladder for our games. I agree a ladder would be very interesting but where to do that?
ST has said to go to http://wesnoth.gamingladder.info/. But can we host there a ladder just for Conquest minus games?
ST has said to go to http://wesnoth.gamingladder.info/. But can we host there a ladder just for Conquest minus games?
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Ladder
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Teleports
Edit1: see the meledestus' idea
Edit2: i attached a new beta version of Conquest Minus with a new teleport system so that you can test it
In the next version I plan serious changes in the mechanics of teleports.
Please complain:
Edit 3:
First of all I want to stress that both systems that are described above/below are provisional:
Once Wesnoth 1.12 is out I will probably implement this system: http://forums.wesnoth.org/viewtopic.php ... 68#p549068
Wesnoth 1.12 should allow to control the fog and so see through teleports, and so it will be worth to work on a definitive system.
Edit2: i attached a new beta version of Conquest Minus with a new teleport system so that you can test it
In the next version I plan serious changes in the mechanics of teleports.
Please complain:
a system that shall be implemented
Edit 3:
First of all I want to stress that both systems that are described above/below are provisional:
Once Wesnoth 1.12 is out I will probably implement this system: http://forums.wesnoth.org/viewtopic.php ... 68#p549068
Wesnoth 1.12 should allow to control the fog and so see through teleports, and so it will be worth to work on a definitive system.
a system that shall not be implemented
-
- Posts: 61
- Joined: March 24th, 2010, 7:01 pm
Re: Conquest Minus
HEHEHELOOOOL evryone ,its time for me to come back for some conquest- games .I am logging in the wesnoth server somewhere between 15 00 and 23 00 GMT ,so if anyone wants to play some 1on1/2on2 wesnoth games message me here or in the server .I would also like to try out the conquest ladder if anyone is willing to play vs me
Re: Conquest Minus
Replay where I explain tactics for the start of the game.
More can follow if other players are instructed.
More can follow if other players are instructed.
- Attachments
-
- Conquest-_Wesnoth_(requir..._Wiederholung_anzeigen.gz
- (100.55 KiB) Downloaded 567 times
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Conquest Minus 3.2.0 + 3.2.1 + 3.2.2 + 3.2.3 + 3.2.4 + 3.2.5
details of 3.2.0, 3.2.1, 3.2.2, 3.2.3, 3.2.4, 3.2.5 (obsolete)
This is a summary of all versions from 3.2.0 to 3.2.5.
for players:
Changes that affect the game mechanics:
- Fixed: a Conquest- bug that didn't remove the sight of killed units
- Fixed: a Wesnoth bug that allowed to watch enemy movement in fog (https://gna.org/bugs/index.php?21661)
- The system of teleports has changed. Players should not be confused because now there is also a visual change: in past teleport runes were purple, now the are white. Also teleported units get floating texts.
Now the teleport rules are slightly more complicated than before, but tricks at teleports (related to a 'jump' from am occupied destination hex to an alternate hex) are not possible anymore:
- it is assured that no unit can reach a village (even a passenger from a boat) through a teleport, unless it has enough real movepoints to achieve it.
- a unit can still get further with a 'jump' than it could move without it, but in that case it loses all movepoints.
For details read this post
- System labels (village labels, autolabels, teleport labels) may be hidden/restored. To hide labels may be useful so that numbers created by ctrl-v and ctrl-b are better visible.
Unfortunately this feature is complicated by these Wesnoth bugs: https://gna.org/bugs/?21708 , https://gna.org/bugs/?21486 . Therefore labels are hidden/restored also for observers. - In the context menu new items were added for teleports and Wesnoth shows only 7 items. Therefore the number of items in the context menu has been decreased and some items were moved to 'Preferences' and 'Unit info'.
- In order to prevent effects of misclicks, multiturn moves of units are disabled by default, and may be enabled in 'Preferences'. This setting is common for whole team.
- Floating texts were changed. Now any special command is followed by a special floating text, so that commands are visually distinguished.
- In the game beginning instructions for newbies are shown in the chat area.
- In games of 2 teams the first player can choose "Bargain Procedure". It represents a support for a spawn-vetoing procedure or any similar procedure in rated/tournament games. Only turn 1 is played, then players evaluate positions and write their texts, that decides whether the game will be continued.
- The way how the starting gold may be adjusted in the game lobby is changed: the default starting gold is represented by 400g, and +/-25g in the lobby represents +/-1g in the game
Newly also starting base income may be adjusted in the game lobby.
(Notice an increased starting base income may make games more balanced, but there are other side effects too.)
in all maps: removed deprecated terrain (flowers)
- New Age Pasarganta, ver. 2.3
- Dative, ver. 1.4
the bonus of Center is decreased from 6 to 5, so that it is not so easy to detect a side in Center
- Lotrando, ver. 1.29
Morbak is not easily blockable anymore (added one recruit point)
Broinia got more water around
little terrain changes around Dark Forest - Poland (1 vs 1 version), ver. 1.07
the area between Wielkopolska, Lodzkie and Kujawy adopted terrain from 'Poland with teleports', and therefore elves from Gniezno lost some of their power
- Liquergue (teleports), ver. 1.4
villages of Morton Swamp are connected by boats again
- Europe Classic, ver. 1.2
it has been renamed from 'Europe'
- Europe, ver. 1.2
it is equal to 'Europe Classic', except there is one country per a region
- Wesnoth (for newbies)
this is a new scenario without boats (since boats may confuse newbies)
In scenarios it is possible to change properties of a standard Conquest unit, of a standard attack and of standard resistances: it is possible to redefine prc_set_unit_conquest, tag_conquest_attack, tag_conquest_resistance.
Example: the file add-ons/Conquest-/scenarios/unused/xanthor_swarm.cfg adds a "swarm" ability to all attacks in Conquest-. Search for a text 'modifications of the main code' in the file, or compare xanthor_swarm.cfg and xanthor.cfg
Note: the scenario will work only if moved to add-ons/Conquest-/scenarios/xanthor_swarm.cfg
Example: the file add-ons/Conquest-/scenarios/unused/xanthor_swarm.cfg adds a "swarm" ability to all attacks in Conquest-. Search for a text 'modifications of the main code' in the file, or compare xanthor_swarm.cfg and xanthor.cfg
Note: the scenario will work only if moved to add-ons/Conquest-/scenarios/xanthor_swarm.cfg
- Attachments
-
- Conquest- 3.2.5.7z
- (929.74 KiB) Downloaded 642 times
Last edited by SlowThinker on March 27th, 2015, 11:58 pm, edited 3 times in total.
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Conquest Minus for Wesnoth 1.11
Conquest Minus is available for Wesnoth 1.11 (=Wesnoth 1.12 beta)
It is just a copy of Conquest Minus for Wesnoth 1.10, and doesn't make any use of new features of Wesnoth 1.11/1.12.
Edit: It requires Wesnoth 1.11.15 and above
It is just a copy of Conquest Minus for Wesnoth 1.10, and doesn't make any use of new features of Wesnoth 1.11/1.12.
Edit: It requires Wesnoth 1.11.15 and above
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
-
- Posts: 61
- Joined: March 24th, 2010, 7:01 pm
Re: Conquest Minus
Hello guys.Wtf is back in the bussines,Feel free to play 1on1 against me(ladder only) in this OUSAM GEIM.Message me in wesnoth lobby or in the forum
Re: Conquest Minus
Hey guys
I just started on my new project: a completely new map!
The general idea is the following: a huge circle-shaped island (map size is max: 200x200), divided like this: a big human kingdom in the middle, kingdoms of the other 6 "land"-factions around it in the following order: dwarves at 12 o'clock, Khalifa at 2, Elves at 4, Drakes at 6, Orcs at 8, Undead at 10. Mermen will have the sea, of course, and maybe a few lakes. This doesn't mean that you will find no other factions in those areas though. The map is going to be huge, after all. But the specific areas will have a land shape that generally favors those factions.
I will try to create many different landshapes and fighting areas with lots of options and will later need much help balancing the mess.
Some ideas I currently have are:
- lots of castles at the perimeter of the human Kingdom, especially near fords and bridges
- several rivers around the human kingdom that connect to a wide system
- one big river wider than 1 tile (2 or even 3 further downstream) that leads into undead swamps
- mermen kingdoms at around 2-3 o'clock and 8 o'clock (I don't want flyers exactly near those) and some smaller settlements spread across the map
- one capital of sorts for each land faction
- no flyers where they don't belong: that means stray dwarf/drake/undead villages will be rare (which makes sense because dwarves keep to themselves and drakes/undead are not very welcome)
- it is possible to create 1 or 2 "rooms", maybe a cave for dwarves and a tunnel system for humans, in corners of the map and connect them with the mainland by teleports (they are not reachable by other means then)
- one or two underwater cave entrances where only mermen can move
- the idea of tunnels (that are not caves) could be mainly used for humans and orcs
The terrain for each faction should look like this:
- lots of flat for humans, maybe some lakes and many rivers, I am thinking about placing a giant castle with inside area and own bonus
- mountains + several caves for dwarves (capital is supposed to be a huge cave)
- lots of sand for khalifa of course, maybe a big lake
- forest for elves of course
- some volcanos and jagged terrain for drakes: sand/mountains/hills/impassable rivers etc. and few port towns
- hills for orcs, less port towns than others
- swamps, contorted terrain with deep waters, I will try to keep no mermen close
- mermen with 2 sort-of capitals, some islands with fewer port cities (maybe something for drakes and mermen, no ships to reach)
The general idea is that the map contains a story; I will also try to name villages and bonuses accordingly.
I will not start putting villages and balance things until SlowThinker has an alpha for the unit update ready.
I expect to be working on this mammoth project all summer and hope to have an alpha ready in autumn/winter.
If any of you have input or suggestions, feel free to message me. I would especially appreciate suggestions for landshapes.
Regards, Blop
I just started on my new project: a completely new map!
The general idea is the following: a huge circle-shaped island (map size is max: 200x200), divided like this: a big human kingdom in the middle, kingdoms of the other 6 "land"-factions around it in the following order: dwarves at 12 o'clock, Khalifa at 2, Elves at 4, Drakes at 6, Orcs at 8, Undead at 10. Mermen will have the sea, of course, and maybe a few lakes. This doesn't mean that you will find no other factions in those areas though. The map is going to be huge, after all. But the specific areas will have a land shape that generally favors those factions.
I will try to create many different landshapes and fighting areas with lots of options and will later need much help balancing the mess.
Some ideas I currently have are:
- lots of castles at the perimeter of the human Kingdom, especially near fords and bridges
- several rivers around the human kingdom that connect to a wide system
- one big river wider than 1 tile (2 or even 3 further downstream) that leads into undead swamps
- mermen kingdoms at around 2-3 o'clock and 8 o'clock (I don't want flyers exactly near those) and some smaller settlements spread across the map
- one capital of sorts for each land faction
- no flyers where they don't belong: that means stray dwarf/drake/undead villages will be rare (which makes sense because dwarves keep to themselves and drakes/undead are not very welcome)
- it is possible to create 1 or 2 "rooms", maybe a cave for dwarves and a tunnel system for humans, in corners of the map and connect them with the mainland by teleports (they are not reachable by other means then)
- one or two underwater cave entrances where only mermen can move
- the idea of tunnels (that are not caves) could be mainly used for humans and orcs
The terrain for each faction should look like this:
- lots of flat for humans, maybe some lakes and many rivers, I am thinking about placing a giant castle with inside area and own bonus
- mountains + several caves for dwarves (capital is supposed to be a huge cave)
- lots of sand for khalifa of course, maybe a big lake
- forest for elves of course
- some volcanos and jagged terrain for drakes: sand/mountains/hills/impassable rivers etc. and few port towns
- hills for orcs, less port towns than others
- swamps, contorted terrain with deep waters, I will try to keep no mermen close
- mermen with 2 sort-of capitals, some islands with fewer port cities (maybe something for drakes and mermen, no ships to reach)
The general idea is that the map contains a story; I will also try to name villages and bonuses accordingly.
I will not start putting villages and balance things until SlowThinker has an alpha for the unit update ready.
I expect to be working on this mammoth project all summer and hope to have an alpha ready in autumn/winter.
If any of you have input or suggestions, feel free to message me. I would especially appreciate suggestions for landshapes.
Regards, Blop
Last edited by Blop on July 16th, 2014, 12:34 pm, edited 2 times in total.
Re: Conquest Minus
For the idea of underwater cave entrances i would need a terrain where no ships or flyers could move. I don't think such a thing exists yet. Is it possible to create such tiles for Conquest Minus? If yes, I would also like to ask for a tile for tunnels that lets any unit move one hex per turn.
Re: Conquest Minus
While xy complained about elite AI disguised as infantry killing his attackers in one of our games, I came up with an interesting mod idea for Conquest Minus:
Hiding the strength of AI units until any player (alternatively only the specific player, this would be harder to do i guess) fights that unit.
Just an idea, nothing that should be worked on until a Conquest update is done, of course
Hiding the strength of AI units until any player (alternatively only the specific player, this would be harder to do i guess) fights that unit.
Just an idea, nothing that should be worked on until a Conquest update is done, of course