GambCiv • A civ-like Wesnoth add-on

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

Post by TheCricket » November 8th, 2011, 2:12 am

Gambit wrote:If anyone has any really amazing ideas, please let me know. :)
Oi. How about these ideas you posted a few months ago?
Gambit wrote: Todo list before 0.3 alpha
  1. Transport ships actually working
  2. Invent and implement a tier 2 way of gathering material
  3. Ships can be repaired when near shipyards
  4. Fishing boat breaks down over time and needs repaired
  5. Season rotation is slightly random
  6. All returns (what you get for harvesting certain things) should be variables to allow for easy changing in the future
  7. Implement "barbarian" faction that you can assign to computer controlled sides
  8. Remove Herobrine
My boy, do not trust those who promise to make you rich overnight. They are usually either mad or charlatans! Heed my words, and turn back

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

Post by Gambit » November 8th, 2011, 2:57 pm

:doh:

Okay so I spent last night and this morning in a coding frenzy and just released version 0.4 (beta)

Changes:
  • Transport ships now work. Right click a unit and choose "board ship". Right click a location and choose "Disembark from ship". Works in range 3 from the transport galleons.
  • Added images to the opening setup options to make them prettier.
  • You can now repair ships that are near shipyards.
  • Units who study at universities can't attack until their next turn.
  • Seasons are now a random length between 13 and 17 turns.
  • Added lumbermills. Any material harvested in radius 3 of them is doubled!
  • Removed Herobrine
I decided against damaging fishing boats over time. This ends up increasing their AP cost and thusly decreasing the profit you make from them. I'd have to increase their food yield to compensate which would throw off the balance of everything else.

Now I want to playtest lots and release version 1.0 when Wesnoth 1.10 comes out. Still open to awesome feature ideas.

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

Post by AlaskanAvenger » November 11th, 2011, 9:22 pm

Here's a couple different maps for 1v1 GambCiv, players 1 and 2 are human, players 3 and 4 should be set as barbarians. On the first map each human player has deep water and mountains roughly the same distance from their keeps and roughly the same amount of material within easy reach. On the second map all water, deep water, mountains and swamp is inversely symmetrical, with forest cover being roughly equal on both sides.

Snake River Basin Lrg version, 52x52
Spoiler:
Snake River Basin Med version, 36x36
Spoiler:
Attachments
2p Snake River Basin Lrg.rar
(2.48 KiB) Downloaded 164 times
2p Snake River Basin Med.rar
(1.33 KiB) Downloaded 153 times

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

Post by Gambit » November 11th, 2011, 9:30 pm

I have just uploaded version 0.5 (beta)

Changes
  • Many bug fixes
  • Units disembarking from transports cannot move or attack
  • You can now plant mushrooms on cave hills
  • Harvested crops are scrolled to
I recommend everyone update as soon as possible. This fixes a nasty bug where only player 1 was getting "bonus resources".

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

Post by Lich_Lord » November 11th, 2011, 10:31 pm

Great add-on Gambit! So much better than GEB.
I can't wait until it gets lots of overpowered special recruits :D

Thanks for the update on transport ships, but when I did a local game with the newest version and disembarking units from a transport ship could still move and it looked like they could attack too (didn't check).
Another bug: the new slaughter mode doesn't work. You still lose when your leader dies.

A couple of suggestions(not all mine):
  • Players should steal barbarian's treasure when they kill their leader, a random value between 150-250 gold?

    All crops should be removed from the map at the start. Especially for small default maps, if there are lots of crops player one has a good chance of stealing player 2's crops. Perhaps it should be an option: remove all crops from map (and maybe shrooms and roads too).

    Later players should get a small resource bonus to compensate for moving later. This bonus should depend on how much bonus resources everybody gets.

    EDIT: I also think spring should last longer (on average) than winter
That's all for now, great job!

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

Post by Gambit » November 11th, 2011, 11:54 pm

Just uploaded version 0.5.1 that actually sets the moves and attacks_left of disembarking units to 0.

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

Post by Gambit » November 12th, 2011, 2:41 pm

I just uploaded version 0.6 (beta)

Changes (including the things from 0.5.1)
  • Many many bug fixes
  • Units disembarking from transports cannot move or attack
  • You can now plant mushrooms on cave hills
  • Harvested crops are scrolled to
  • An animation plays when you move a unit onto a ship or off of a ship.
  • Two classic GEB maps
  • Your leader no longer needs to be on a keep to give community, but the range of leader-based community was reduced to five hexes.
Attachments
Snowflakes - A large map where you expand outward one block at a time.
Snowflakes - A large map where you expand outward one block at a time.
Brawl - A medium-sized three player map.
Brawl - A medium-sized three player map.

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

Post by Gambit » November 12th, 2011, 10:47 pm

Hey sorry for such ridiculously frequent updates. But I've had lots of time and motivation the past few days to work on this, so...

Just uploaded version 0.7 (beta)

Changes
  • Better comments
  • Fixed a bug where the side that lost their leader would get all the villages when picking a new one.
  • Spring is now between 13-17 turns. Winter is between 10-14 turns.
  • Fixed a bug where if you managed to get negative gold (from negative income) you couldn't farm to recover.
  • The radius of building "near" a peasant no longer goes through impassable terrain such as mountains or across chasms.
  • Reduced the cost of building rails
  • Reduced the cost of upgrading huts. Before it was really cheaper just to keep building many huts.
  • Guardsmen can now be recruited at taverns.
  • Outlaws can now be recruited at taverns.
  • The castles on 3p Brawl have been shrunk a bit.
  • The version number is displayed at the beginning so you can easily tell if the game is out of date (assuming you know the the latest version number is but aren't the host)
edit: Because neither github pages nor github wikis are as flexible as I'd like, I am slowly setting up a site on wikia.

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

Post by AlaskanAvenger » November 14th, 2011, 11:34 pm

Found a couple bugs: When in slaughter mode, if your chief is killed, you do not get a new chief. Also you can have infinitely negative gold as food and material are the only resources that keep you from building anything. The only exception in from this is recruiting peasants from a keep.

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

Post by Gambit » November 14th, 2011, 11:37 pm

I fixed that gold thing, but haven't uploaded yet.

Also, for the slaughter mode, you have to right click one of your living units on your turn. There are fixed, but not uploaded bug-fixes with that too.
I'll probably push out an update tomorrow.

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

Post by Gambit » November 15th, 2011, 1:30 pm

I just released version 0.8 (beta)

Changes:
  • Refixed the bug where a side getting a new leader would capture every village on the map. For sure this time!
  • Fixed a bug where you could buy things even if you didn't have enough gold.
  • When you make a unit disembark from a ship onto a village, that village is captured.
  • Auto-harvesting of crops now takes community into account.

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

Post by AlaskanAvenger » November 16th, 2011, 10:28 pm

Found a serious bug with the last update.. villages now provide enemy community around themselves instead of your own community, so you can't even destroy them once you make them.

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

Post by Gambit » November 16th, 2011, 10:47 pm

Whoa. Thanks.

I just fixed that and uploaded verison 0.8.1

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

Post by AlaskanAvenger » November 18th, 2011, 10:12 pm

Bugs still there. When you build a hut, it creates enemy community directly around the hut. Also, on a side request, would you be able to make the forest not spread quite so much? currently they just about take over the map in a couple seasons.

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

Post by Gambit » November 18th, 2011, 11:51 pm

Are you sure you updated? I don't have that here anymore.

I reuploaded just in case I fell asleep at the wheel and did things in the wrong order last time (uploaded and then fixed bug? :lol2: ).

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