Reinforcements Spawner (v0.0.1)

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ChaosRider
Posts: 846
Joined: April 15th, 2012, 1:15 pm

Reinforcements Spawner (v0.0.1)

Post by ChaosRider »

This mod will help weakest side. Weakest side is the one with lowest sum of alive units levels. It's possible to add new units to random side as well!
You can set:
a) How much reinforcements spawn on map:
- -1
- -5
- +1
- +5
b) How much rounds are require to spawn it again:
- -1
- -5
- +1
- +5
c) Groups of reinforcements that you can create (global):
- Monsters (on/off) (0-4 lvls)
- Undead (on/off) (0-4 lvls)
- Northerners (on/off) (0-3 lvls)
- Rebels (on/off) (1-4 lvls)
- Loyalists (on/off) (0-5 lvls)
- Knalgan Alliance (on/off) 0-4 lvls)
- Drakes (on/off) (1-5 lvls)
- Khalifate (on/off) (0-4 lvls)
d) Level of reinforcements that will be spawned:
- 0
- 1
- 2
- 3
- 4
e) Allow increasing reinforcements levels (if you've set 0 lvl for reinforcement and also set here yes then there is 33,3% that this reinforcement lvl will increase to 1 and again 33,3% to increase it to 2, and do so on):
- yes
- no
f) Do you want add new units to random sides (instead of to weakest one):
- on
- off
g) Automatic restarting spawning:
- on
- off
Default it's set that you have to each spawn start by your own. It's possible to make it automatic. You can also turn it off once you turn it on. Remember that next changes in spawn options you can make only after reinforcements have arrived.
h) Spawn reinforcements near leader:
- on
- off
If it's off then new units are spawned in random places on map
i) You can set groups of reinforcements for only your side! If it's set none then global choice will decide it (point c):
- Monsters (0-4 lvls)
- Undead (0-4 lvls)
- Northerners (0-3 lvls)
- Rebels (1-4 lvls)
- Loyalists (0-5 lvls)
- Knalgan Alliance 0-4 lvls)
- Drakes (1-5 lvls)
- Khalifate (0-4 lvls)
- None.
Last edited by ChaosRider on January 2nd, 2018, 11:33 am, edited 1 time in total.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
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ForestDragon
Posts: 1769
Joined: March 6th, 2014, 1:32 pm
Location: Ukraine

Re: Reinforcements Spawner (v0.0.0)

Post by ForestDragon »

great mod! :) some ideas:
-it would be nice if there was an option for making reinforcements the same faction race as a side's leader (currently it's only possible to choose reinforcement races for all sides)
-also, it would be nice if you made reinforcements compatible with the RecruitBonuses mod (right now reinforcements don't have the bonuses granted by that mod).
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
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ChaosRider
Posts: 846
Joined: April 15th, 2012, 1:15 pm

Re: Reinforcements Spawner (v0.0.1)

Post by ChaosRider »

Thx for feedback, so:
ForestDragon wrote:great mod! :) some ideas:
-it would be nice if there was an option for making reinforcements the same faction race as a side's leader (currently it's only possible to choose reinforcement races for all sides)
This option is now available in Reinforcements Spawner (v0.0.1).
ForestDragon wrote:-also, it would be nice if you made reinforcements compatible with the RecruitBonuses mod (right now reinforcements don't have the bonuses granted by that mod).
Soon I'll modify Recruit Bonuses mod to set in units variable that they're changed by this mod and also new (right click mouse) option that when used will look for not yet changed units on map.

Also this verion changes:
- Mod won't do endless loop when there is no free space on map (ok, we have here options that increase units amount by 1 or 5, but not every map has over 500 hexes like Auction X).
- Reinforcements can be spawned near leader (it's set global, once counting is started this option (near leader/random on map) can't be changed). Nope, units won't be spawned in wall or other weird places.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
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ChaosRider
Posts: 846
Joined: April 15th, 2012, 1:15 pm

Re: Reinforcements Spawner (v0.0.1)

Post by ChaosRider »

ForestDragon wrote:great mod! :) some ideas:
-also, it would be nice if you made reinforcements compatible with the RecruitBonuses mod (right now reinforcements don't have the bonuses granted by that mod).
Option added.
Chaos maps
Recruit Bonuses
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
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