World Conquest II

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

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Pagawan
Posts: 8
Joined: January 29th, 2014, 1:52 pm

Re: World Conquest II

Post by Pagawan » July 14th, 2019, 6:28 pm

Some heroes could use some improvements. For example the merman units as heroes are considered useless. The naga isn't that bad since in later stages he can navigate dry land well enough.

gfgtdf
Developer
Posts: 1158
Joined: February 10th, 2013, 2:25 pm

Re: World Conquest II

Post by gfgtdf » August 18th, 2019, 1:04 pm

Uploaded this to the 1.15 addon server, Its a bit broken though because of the dunefolk rework in 1.15 . But ghype offered some help with that.
The version on 1.15 also tries to make the map generators a bit more effective. Also you can use the map generators in the editor now.
Pagawan wrote:
July 14th, 2019, 6:28 pm
Some heroes could use some improvements. For example the merman units as heroes are considered useless. The naga isn't that bad since in later stages he can navigate dry land well enough.
Hmm ye i am not the best player myself so i currently won't approve balance changes unless:
1) either the wesnoth units changed (like it happend with the dunefolk in 1.15)
2) or a majority of good players approves them.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

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