GambCiv • A civ-like Wesnoth add-on

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

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Gambit
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

Once again I am convinced by your well laid out logic.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

I just released version 1.0. No longer beta. Thank you to everyone for all the testing, suggestions, and help with balance. I think it is finally stable and has enough features to be called "1.0".

Changes include:
  1. Stone quarries can be built on mountains or cave hills. You can now play GambCiv on underground maps or other situations with few trees.
  2. Snow falls more gradually during the winter. It doesn't just coat the map suddenly.
  3. Dark magic universities got nerfed, but gained dark adepts.
  4. When you board a ship, it will remember if you were able to attack or not when you get off. However if a unit was on a ship when a new turn happened, it will be refunded its attacks_left just like if it wasn't on the ship at all. You can only disembark in range 1 now. I'm not really worried about people getting off, attacking, and getting back on. If they're doing that then they aren't a threat to you. They never get any movement points that way, so they can't come inland. Focus on the boat and you'll be fine.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by AlaskanAvenger »

A replay of a quite fun, albeit very long game demonstrating the OPness of transports. Replay goes out of sync at the end, but if you just ignore you can get a pretty good idea of what is going on.
AAvsLich_Lord.gz
(174.04 KiB) Downloaded 321 times
stderr.txt
(27.24 KiB) Downloaded 264 times
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Kranix »

Is the inability to board ships with your leader simply due to technical restrictions, or is it intentional?
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

Sadly due to lazyness and wanting to keep the number of code paths low.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Boldek »

I just played my way through this, and since I believe the more complicated a game, the better, this was heaven for me ^_^ .
The minute I started up and saw my building selection, I was really excited, and the idea of food and material was driving me crazy with it's coolness. I like the way action points limit your turn and make an empire builder into a quick mp. Kudos for this add on. :D There was just one thing I thought could be improved: I think all the chats were a little distracting and hard to keep track with, I thought maybe making somethings like 'check recources' into an object and making available for any hex might help the player just a smidgen when it came to a quick glance. (But on the other hand, the chat allows to the player to keep track, so I guess it doesn't help too much)
Guys I never thought I'd come back to this forum after 8 years this is wild
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

For convenience, your resources are also displayed at the top of every build menu.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by nuorc »

Gambit wrote:I just released version 1.0.
Can't find it, neither in BfW's addon function nor on http://gambciv.wikia.com/wiki/Downloads...?
I have a cunning plan.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

It's on the add-on server. Are you on Wesnoth 1.10?
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Re: GambCiv • A civ-like Wesnoth add-on

Post by nuorc »

Gambit wrote:It's on the add-on server. Are you on Wesnoth 1.10?
Just downloading... :whistle:
I have a cunning plan.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

Let me know what you think. :)
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Re: GambCiv • A civ-like Wesnoth add-on

Post by em3 »

The ingame chat messages mention, that the add-on is translatable, yet I'm unable to locate a .po file...
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Kernigh »

em3 wrote:The ingame chat messages mention, that the add-on is translatable, yet I'm unable to locate a .po file...
Follow instructions at http://wiki.wesnoth.org/WesCamp.

However, http://gettext.wesnoth.org/ has no .po files for GambCiv, so there must be some problem.
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Re: GambCiv • A civ-like Wesnoth add-on

Post by em3 »

Kernigh wrote:However, http://gettext.wesnoth.org/ has no .po files for GambCiv, so there must be some problem.
That's what I meant, actually. :doh:
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Re: GambCiv • A civ-like Wesnoth add-on

Post by Gambit »

It [translations stuff] should be taken care of now.

I've also added in some improvements to seasons by myself and Lukc. We have summer and fall now! And they're not just aesthetic. :D
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