18th Century Warfare Era

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Xara
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Joined: December 26th, 2014, 12:23 am
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Re: 18th Century Warfare Era 2.0.1

Post by Xara »

Hi, Papa. :)
There is a problem with the era, that the AIs would always recruit ships even though they are totally immovable on the land. So the Era is practically unplayable with any AI involved.
It pronounces Sha'ha, not Zara.

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PapaSmurfReloaded
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Re: 18th Century Warfare Era 2.0.1

Post by PapaSmurfReloaded »

Xara wrote:Hi, Papa. :)
There is a problem with the era, that the AIs would always recruit ships even though they are totally immovable on the land. So the Era is practically unplayable with any AI involved.
Yeah I know, it's always been like that.

If I have time I'll see if there is a way to make some units unrecruitable for the AI.
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Xara
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Re: 18th Century Warfare Era 2.0.1

Post by Xara »

Yes, it would probably solve the problem if you can make ships special recruiments like the officers.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 2.0.1

Post by PapaSmurfReloaded »

Xara wrote:Yes, it would probably solve the problem if you can make ships special recruiments like the officers.
That's... actually a good idea, I didn't occur to me.
grizzygramz
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Joined: December 9th, 2014, 12:59 am

Re: 18th Century Warfare Era 2.0.1

Post by grizzygramz »

I saw in earlyr post you discussed having units that could recruit other units besides the leader. is this still happening or what are the special recruitments? where are the marshals ect...?
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 2.0.1

Post by PapaSmurfReloaded »

grizzygramz wrote:I saw in earlyr post you discussed having units that could recruit other units besides the leader. is this still happening or what are the special recruitments? where are the marshals ect...?
Leader, and Officer, Major, Marshall, etc can recruit if they are standing within a keep.
Transport Ship can do so if they are next to the shore.

I'll be rather busy for a while so don't expect any changes for a month at least.
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 2.1.0

Post by PapaSmurfReloaded »

Hey guys, as unlikely as it may seem I updated the era.

Fixed a few bugs
Changed quite a few things in many units(attack, advances, got rid of some)
Ships and officers no longer bug AI recruiting(Ships got their own menu), so now it seems to recruit units properly.

Expects some more updates relatively soon, I've got some time off college so I'll try to go and finish the campaign.

Any bugs, comments, etc, post here.
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 2.1.0

Post by PapaSmurfReloaded »

10/31/15
Changed a bunch of stuff in movetypes
Medics may set up field hospitals now
Fixed some bugs that prevented the three first campaign from working
Gave Militias better pants...
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 3.0.0

Post by PapaSmurfReloaded »

After many years since the last update I'm pleased to announce 3.0.0 version of the 18th Century Era.

What's new?
-Two MP Maps
-The campaign is complete
-Several changes to units, images, recruiting systems(army officers, ships, field hospital).

I hope to get some feedback soon, especially if anybody finds a bug.
Comments are welcome!

Most likely there were will be a minor update soon, along with bug correcion if any are found. :)

EDIT 3.0.1: Tweaked a bit MP maps config :)
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 3.0.2

Post by PapaSmurfReloaded »

Modified the three main MP Maps which come with the era, South America, North America and Europe, greatly reducing the amount of villages.
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PapaSmurfReloaded
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Re: 18th Century Warfare Era 3.0.3

Post by PapaSmurfReloaded »

Published a little fix for ranges names and race units :)
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PapaSmurfReloaded
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Re: 18th Century Warfare MP Era

Post by PapaSmurfReloaded »

I've changed a little bit 18th Century Europe.
MP Map Valeria is no longer included in this era and it's in a separate add-on called PSR Valeria
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PapaSmurfReloaded
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Re: 18th Century Warfare MP Era

Post by PapaSmurfReloaded »

Fixed some bugs in the campaign(Philip recalls)
Spies no longer have poison, and are cheaper.
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PapaSmurfReloaded
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Re: 18th Century Warfare MP Era

Post by PapaSmurfReloaded »

New Version out!
As you may notice, today this era has begun a rework. The goal is making it simpler and more enjoyable.

The campaign is not available in this version given it needs some rework.
Last edited by PapaSmurfReloaded on October 12th, 2017, 6:00 pm, edited 1 time in total.
lionrock
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Joined: July 14th, 2014, 1:51 pm

Re: 18th Century Warfare MP Era

Post by lionrock »

After my 15 year grandson visited two weekends ago, I noticed he was playing your campaign so loaded up where he left off. Fort Victory scenario but he was clearly stuck after defeating the town garrison, he attacked fortress gates with artillery units destroying all but thereafter nothing happened. No opening into fortress even after wiping out all defenders. I "played" about a dozen turns trying spy, medic, hero leaders but nothing worked to open the fortress.

I even went back to start of campaign to see if he/I missed something but did not catch any clue. I looked over text of code and did not see where the victory condition was set in the code but I am far far from an expert on Wesnoth code. I found your era fascinating and the scenarios enjoyable, I would set limits on time in some of the scenarios and tweak some units as the peasants do seem a tad too good at taking out artillery while mounted units like all in the Wesnoth world are inconsistent, all or none which if you have succeeded in leveling up a unit is frustrating to see them wiped out by one shot of a cannon or a archer in other campaigns. Kudos to your fine work and if you have an answer to our problem would appreciate it but understand if you are too busy.
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