Ravana's Multiplayer Works
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Re: Ravana's Multiplayer Works
Mentioning here too that I have been thinking of adding different predefined waves for orocia, started out with https://github.com/ProditorMagnus/Oroci ... ined_1.cfg
Feel free to compose and suggest your own waves.
Seems I have become too enthusiastic making waves harder. I will try to deal with that. Thinking of calling current version hardcore mode, and making normal much easier.
As of 25.01 I found an exceptional fanfic so update might be delayed few days.
Feel free to compose and suggest your own waves.
Seems I have become too enthusiastic making waves harder. I will try to deal with that. Thinking of calling current version hardcore mode, and making normal much easier.
As of 25.01 I found an exceptional fanfic so update might be delayed few days.
Re: Ravana's Multiplayer Works
I recently had a bug in Orocia.
It seems that the game crashes when a unit levels up through killing another one.
Happened with different units, also with one from the ageless waves.
It seems that the game crashes when a unit levels up through killing another one.
Happened with different units, also with one from the ageless waves.
Code: Select all
20160321 05:49:29 error display: could not open image 'themes/units-t.png'
20160321 05:49:33 error display: could not open image 'units/Freemen/Sultan.png'
The game crashes when one of the Cursed - let's say the one riding - level's up.
20160321 05:57:11 warning unit: Unknown attribute 'no_recruit' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'player' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'no_recruit' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'player' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'no_recruit' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'player' discarded.
20160321 05:57:12 error display: Tile at -999,-999 isn't on the map, can't scroll to the tile.
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: could not de-serialize unit: 'game_error: creating unit with an empty type field'
20160321 05:58:11 warning config: Terrain 'Qt' has eOrociavaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:11 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:11 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:15 error display: could not open image 'attacks/dive-bomb.png'
20160321 05:58:22 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:22 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:22 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:30 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:30 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:30 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Mt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:07:09 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:07:09 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:07:09 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:30 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:30 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:30 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:31 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:31 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:31 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Mt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:15:43 warning gui/event: distributor mouse button left [wml_message_left]: SDL left button down. The mouse button is already down, we missed an event.
20160321 06:18:05 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:18:05 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:18:05 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:20:28 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:20:28 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:20:28 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:23:33 warning gui/event: distributor mouse button left [wml_message_left]: SDL left button down. The mouse button is already down, we missed an event.
20160321 06:23:59 error display: could not open image 'units/summoners/red-mage+female.png'
20160321 06:25:06 warning unit: Unknown attribute 'ignore_global_traits' discarded.
20160321 06:33:15 warning engine: attempt to filter attack for an event with no attack data.
20160321 06:43:40 warning unit: Unknown attribute 'ignore_global_traits' discarded.
20160321 06:43:40 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:43:40 warning unit: Unknown attribute 'ignore_global_traits' discarded.
20160321 06:44:26 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:26 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:26 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:27 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:44:38 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:38 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:38 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:45:37 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:45:37 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:45:37 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:48:11 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:50:50 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:53:03 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:53:23 error display: could not open image 'units/summoners/red-mage-attack-staff-1.png'
20160321 06:53:23 error display: could not open image 'units/summoners/red-mage-attack-staff-2.png'
20160321 06:53:31 warning engine: variable_info: retrieving member of non-existent WML container, advancer_temp.id
20160321 06:53:47 warning config: Terrain 'Mt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:58:40 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:00:48 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:04:17 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:04:38 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:06:10 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
Formula error in formula:1
In formula !=
Error: Illegal unary operator: '!='
Game will be aborted.
- Attachments
-
- bug_saves.rar
- (289.19 KiB) Downloaded 686 times
Try out the dark board theme.
Re: Ravana's Multiplayer Works
It is from stone statue unit line. Try to not use those units where possible until next ageless update.
I have removed them from waves lists so it is possible to avoid them.
I have removed them from waves lists so it is possible to avoid them.
Re: Ageless Era - Current Version: 4.14
So yes! it's possible! Testing a build which theorically was a winning one I made teal side overperform at the game with only 1 lost unit at turn 41 at Experimental difficulty. Also begin was the hardest part of the game. You can look at the replay to watch a nice match.
- Attachments
-
- Orocia_PYR_Ageless_game_1.gz
- Replay of an Orocia game. 6 recruit ur units were allowed for each player.
- (178.19 KiB) Downloaded 668 times
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ravana's Multiplayer Works
Notice that this was normal difficulty not experimental. Experimental is only subdifficulty of hardcore.
Yes, I made it so that even if you create some you do not want to keep them, so other side will at least get xp. And currently upkeep is original+1.<02:11 IPS> I think the upkeep from thrallment is too high
<02:11 IPS> they should be lv(n-1) than their original verion for lowering upkeeps...
<02:12 IPS> no zone of control, not viable for upgarades most of time, but same upkeep
I might make ai say similar messages.<03:34 IPS> 2 of 6 .-.
<03:34 IPS> wtf
Will consider.<04:26 IPS> banner op
<04:26 IPS> even recently recruited these guys are helpful as [censored]
<04:27 IPS> even if they ... do nothing in the battlefield
Re: Ravana's Multiplayer Works
Well, on here I'm posting a .map file for a future release of Orocia. Hope you like it
- Attachments
-
- Swamp Orocia.map
- swamp orocia!
- (5.52 KiB) Downloaded 653 times
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ravana's Multiplayer Works
No time to check it yet, but filenames in wesnoth are not allowed to contain spaces.
I like the look.
I like the look.
Re: Ravana's Multiplayer Works
I have taken over maintaining Switch Leader, originally created by lipk. Changes amount limit finally works with multiple sides.
I am not really happy with first sentence of the description, would appreciate suggestions.
I am not really happy with first sentence of the description, would appreciate suggestions.
Allows players to replace a unit they own their original leader.
Re: Ravana's Multiplayer Works
Well, worked a lot at the old 4p version of Orocia, making it much more presentable than original and intending to make it finally a viable project. Finally 4p orocia recived some love after 8 years of being forgived.
Expecting to see it being played in a not too late future
Expecting to see it being played in a not too late future
- Attachments
-
- Total_Orocia_4p.map
- 2008's 4p orocia reworked
- (3.75 KiB) Downloaded 659 times
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ravana's Multiplayer Works
It would speed up if you created(or just took from its original files if you didnt change anything relevant) the sets of x,y where units should be created at the same time, like 3p version has
(the default_unit and everything else I can add with replace all, no need to worry about that)
Code: Select all
#define BORDER_1 TYPE
{DEFAULT_UNIT {TYPE} 6 19}
{DEFAULT_UNIT {TYPE} 25 15}
{DEFAULT_UNIT {TYPE} 11 3}
#enddef
#define BORDER_2 TYPE
{DEFAULT_UNIT {TYPE} 6 19}
{DEFAULT_UNIT {TYPE} 25 15}
{DEFAULT_UNIT {TYPE} 11 3}
{DEFAULT_UNIT {TYPE} 18 21}
{DEFAULT_UNIT {TYPE} 21 5}
{DEFAULT_UNIT {TYPE} 3 11}
#enddef
#define LAND_A_1 TYPE
{DEFAULT_UNIT {TYPE} 3 15}
{DEFAULT_UNIT {TYPE} 22 19}
{DEFAULT_UNIT {TYPE} 17 3}
#enddef
#define LAND_A_2 TYPE
{DEFAULT_UNIT {TYPE} 4 16}
{DEFAULT_UNIT {TYPE} 3 16}
{DEFAULT_UNIT {TYPE} 21 20}
{DEFAULT_UNIT {TYPE} 24 16}
{DEFAULT_UNIT {TYPE} 18 3}
{DEFAULT_UNIT {TYPE} 14 3}
#enddef
#define LAND_A_3 TYPE
{DEFAULT_UNIT {TYPE} 3 12}
{DEFAULT_UNIT {TYPE} 3 14}
{DEFAULT_UNIT {TYPE} 4 17}
{DEFAULT_UNIT {TYPE} 20 20}
{DEFAULT_UNIT {TYPE} 23 19}
{DEFAULT_UNIT {TYPE} 24 17}
{DEFAULT_UNIT {TYPE} 19 4}
{DEFAULT_UNIT {TYPE} 15 3}
{DEFAULT_UNIT {TYPE} 13 3}
#enddef
#define LAND_B_1 TYPE
{DEFAULT_UNIT {TYPE} 11 22}
{DEFAULT_UNIT {TYPE} 25 9}
{DEFAULT_UNIT {TYPE} 5 6}
#enddef
#define LAND_B_2 TYPE
{DEFAULT_UNIT {TYPE} 10 21}
{DEFAULT_UNIT {TYPE} 13 22}
{DEFAULT_UNIT {TYPE} 25 11}
{DEFAULT_UNIT {TYPE} 24 7}
{DEFAULT_UNIT {TYPE} 6 5}
{DEFAULT_UNIT {TYPE} 4 7}
#enddef
#define LAND_B_3 TYPE
{DEFAULT_UNIT {TYPE} 8 20}
{DEFAULT_UNIT {TYPE} 16 21}
{DEFAULT_UNIT {TYPE} 12 21}
{DEFAULT_UNIT {TYPE} 23 7}
{DEFAULT_UNIT {TYPE} 25 10}
{DEFAULT_UNIT {TYPE} 23 6}
{DEFAULT_UNIT {TYPE} 7 5}
{DEFAULT_UNIT {TYPE} 5 7}
{DEFAULT_UNIT {TYPE} 4 8}
#enddef
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- Posts: 217
- Joined: December 17th, 2015, 10:27 pm
Color Modification
Heigh-llo, Can-ned the Food here.
- A more descriptive name would help.
Code: Select all
24c24 < name=_"Color Mod" --- > name=_"Color Changer"
Code: Select all
24c24 < name=_"Color Mod" --- > name=_"Recolor Mod"
None of those are quite proper, though. The first one sounds like it provides a toolkit, the third is maybe too poetic. The second one, although more accurate, is much less descriptive than it should be.Code: Select all
24c24 < name=_"Color Mod" --- > name=_"Change of Colors"
- Perhaps you would consider using a combo dropdown for the Core Light Blue and Custom Light Blue.
code excerpt deleted - Have you thought of using a series of for the add-on icon? You could make a staggered row of flags, each with the new colors.
Code: Select all
~BLIT("flags/flag-icon.png"~BLEND(_,_,_,_),_,_)
Last edited by Can-ned_Food on December 4th, 2016, 7:08 pm, edited 1 time in total.
Re: Ravana's Multiplayer Works
Hello,
Not sure about names either..
Combobox seems good, would you just send me the new version? Diff I get from git anyways, https://github.com/ProditorMagnus/Color_Modification
Uploaded.
Thanks for the icon idea, implemented.
Not sure about names either..
Combobox seems good, would you just send me the new version? Diff I get from git anyways, https://github.com/ProditorMagnus/Color_Modification
Uploaded.
Thanks for the icon idea, implemented.
-
- Posts: 217
- Joined: December 17th, 2015, 10:27 pm
Color Mod icon, another version
I toyed with something like that, but my arrangements looked much sillier — like a troop of psychedelic pachyderms. I don't know why i didn't consider something like yours.
Anyway, here's an alternate which i later devised with the long flag. You might be interested in keeping a copy of it for further use. Yours looks much more appealing to browsers.
Anyway, here's an alternate which i later devised with the long flag. You might be interested in keeping a copy of it for further use. Yours looks much more appealing to browsers.
Code: Select all
icon = "misc/empty.png"~SCALE(72,72)~NOP("black -> Rav_pink")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(090,090,090,0.7),0,0)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(255,192,203,0.7),0,8)~NOP("brown -> Rav_yellow")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(148,080,039,0.7),24,0)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(231,237,045,0.7),24,8)~NOP("teal -> Rav_cyan")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(048,203,192,0.7),48,0)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(000,255,255,0.7),48,8)~NOP("blue -> Rav_blue_light")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(046,065,155,0.7),12,24)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(071,151,255,0.7),12,32)~NOP("purple -> Rav_purple_light")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(147,000,157,0.7),36,24)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(255,000,255,0.7),36,32)~NOP("blue -> lightblue")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(046,065,155,0.7),8,48)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(000,164,255,0.7),8,56)~NOP("brown -> gold")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(148,080,039,0.7),40,48)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(255,243,090,0.7),40,56)
Re: Ravana's Multiplayer Works
There is additional thing that can be done - no image path operations are used for http://add-ons.wesnoth.org/ interface.
Thats why I started mine with flags/long-flag-1.png~O(0)
Thats why I started mine with flags/long-flag-1.png~O(0)
Re: Ravana's Multiplayer Works
Hi
I was wondering why in XP MOD did not include an improvement in the range attack. Improving damage refers only to melee attacks.
I was wondering why in XP MOD did not include an improvement in the range attack. Improving damage refers only to melee attacks.