Modified Version Of Wesnoth 1.0 made by me

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anyeos
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Modified Version Of Wesnoth 1.0 made by me

Post by anyeos »

Sorry if it is not the correct place to post it but I guess that yes.

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I just was modified the game in some places, here my changelog:

Version 1.0:
*language and i18n:
* Adjust some much about the spanish translations of the game.
*battle system:
* Changed the "possibility of hit" by "possibility of doing
max damage". Now all units hits always but do a less
damage and only sometimes do the max damage.
* Status attack (poisoning, slowing) only do effect when the
unit hit with the max damage.
*teammate play:
* Cure and heal habilities now do same effect in allied units
as it own units.
* Unit with leadership hability now can lead allied units too.
*habilities:
* The heal and cure hability now do a half cure himself.
*graphics:
* Organization of all images in directories.
* Added some new images for new units.
* Modified the logo adding the "Multiplayer Edition" text.
*ai:
* Fixed a bug where the AI try to take a keep where already have
a unit in that keep.
*sounds:
* Changed some sounds for a nice hear ones.
* Added some new sounds used in some units.
*music:
* Organization of the music for a more nice hear form.
*units:
* Organization of all units in directories cataloged by races.
* Added some new units.
* Balanced all units for multiplayer gaming.
*ages:
* A new age (Races) all arranged by races.
*maps:
* Some new multiplayer maps.
*core:
* Modified data for adjust with the organization.
* Updated all the sources and files from the original Wesnoth 1.0 and
changed it to take effect the new modifications.
----------------------------------------------------------------------------------

I want to share my work with all people here if some developer want all the files what I modified contact me please.
Some ideas are interesting specially: Possiblity of doing max damage instead of only hit. Always hit and the battle is more interesting. Example: 5 units fighting with one always have a chance of win. But in the current figthting system this make the game some boring because 5 units trying to kill one need too much luck for kill that one.

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Here a list of compatibility with the "classic" Wesnoth:

Game specific:
* The games is playable in the same form.
* The battle system is different:
Now a unit don't have a "chance of hit",
otherwise, it hit always but doing a less damage
than expected. Only in a good situation (day for
leal units for example) can do a max effective
damage. A unit with poison, slow or some other
status attack only will do a status attack if it
hit with the max damage. Anyway the possibility
of doing a max damage is random. The schedule can
help (or not) with that.
* Units with cure or heal hability now can half heal
himself and heal allied units always. But never
can cure himself of poison.
* Units with leadership hability now can lead allied
units too.
* The game now have new maps. And expect to have full
multiplayer campaigns in a future.
* Some new units have been added.
* Some new sounds, some new musics, some new graphics.
* A age called Races. It have the maximun combination
possible of leaders and recruitment units.

Technical:
* The same maps can be used. Except where a map expect a
specific feature (it is rare in a single map, this may
occur in a campaign).

* Sames campaings can be used, except for the above.

* The same network protocol is used. It is possible to
connect a Wesnoth MP Edition with a original one. But
I don't know what can happen (You can do a test :P)
And too it is possible to connect Wesnoth MP Edition
to the official Wesnoth server.

* All original units still are available. So it is possible
to load a Wesnoth saved game or replay from Wesnoth MP
Edition. The same can occur in a multiplayer connection.
Anyway you can experiment some problems mixing versions.

* All features of the classical Wesnoth still are in Wesnoth
MP Edition (some others changed). Wesnoth MP Edition add
some new features that is not in the classical Wesnoth.
So is possible work with files of classical Wesnoth in
Wesnoth MP Edition, but not the inverse.
----------------------------------------------------------------------------------

I don't will continue developing it because I have other works to do, so, I prefer to share it, ok??
Please don't doubt about contacting me I will give you all my work. This maybe usefull for you.

Thank you and bye. :)
scott
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Post by scott »

Hey, a genuine fork! That's pretty neat. Were you going to post a link to the source code anywhere? Do you have it compiled for any systems?

Your link is to a Linux site, so I'm guessing you have it for a Linux distro.
Hope springs eternal.
Wesnoth acronym guide.
anyeos
Posts: 27
Joined: May 12th, 2005, 7:17 pm
Location: Argentina
Contact:

Yes, I have the source and a precompiled...

Post by anyeos »

Yes but I don't have place where to put it. Only my own connection and it will be slow. I will do that anyway I don't have another choice :P

I only work in Linux. But just I will give my work to the community, they can compile it for all supported platforms or they can use my code. It is not still finished and I don't plan to finish it because this game is already developed with people. I will make a new game instead (not wesnoth based).

Ok, I will put the source in my ftp.

The link: ftp://microcybernetica.redirectme.net/s ... .0.tar.bz2
This file is about 43 MB! So be patient and download it with a download manager.
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xtifr
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Re: Yes, I have the source and a precompiled...

Post by xtifr »

anyeos wrote:Yes but I don't have place where to put it. Only my own connection and it will be slow. I will do that anyway I don't have another choice :P
Actually, this is the perfect application for Bittorrent! FTP is a fairly vulnerable protocol, difficult to keep it secured. Bittorrent just shares the files you want to share, nothing more, nothing less; you don't even have to run it as a special user or anything. (Although I wouldn't advise running it as root.)
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scott
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Location: Alexandria, VA

Post by scott »

I am trying to download it, but it's going to take about 6 hours. I can provide a faster http link.
Hope springs eternal.
Wesnoth acronym guide.
hands
Posts: 69
Joined: November 8th, 2005, 8:34 pm

Post by hands »

scott wrote:Hey, a genuine fork! That's pretty neat.
I second that. Forks allow different ideas to be put into practice and tested. Sometimes those ideas get implemented back into the original project. Sometimes they don't. Regardless, forks tend to be a good thing. In this case, it looks like you've taken quite a bit of thought about how you'd like the game to play, and you've made it happen.

The idea of a max hit instead of all or nothing is pretty logical, but never missing isn't IMO unless the defense is extremely low. You might consider still having the possibility of a miss or even a hit that doesn't do any damage (grazes off a shield maybe).
scott
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Location: Alexandria, VA

Post by scott »

Here is a link that should be faster for most people.

http://www.cis.rit.edu/~slk8779/wesnoth ... .0.tar.bz2
(41 Mb)
Hope springs eternal.
Wesnoth acronym guide.
Ave
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Post by Ave »

Self healing makes sense, also some partial hits. I expected both of them from original Wesnoth.
freecraft
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Post by freecraft »

It also makes sense to hit every time but do less damage. It sounds more interesting. But with such sistem comes rebalancing of units ...
anyeos
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Always hit but less damage...

Post by anyeos »

Really test it. I think that the units not need too much balancing. Because it only do less damage (not a totally modification about the fight rules). The practice just demonstrate that. I was played my modified version a lot time and is more playable doing always damage. The strategic is more important, the game is less boring. In the poor situation just don't hit (ie: a leal unit fighting vs a chaotic in night), that is the equivalent of doing 0 damage.
But the classic game is some bored and this depend always of the luck. A very random luck.
I don't understand why the developers are not interested in implement it. Just test it and compare don't only especulate. Test it in real.

Bye
freim
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Re: Always hit but less damage...

Post by freim »

anyeos wrote: But the classic game is some bored and this depend always of the luck. A very random luck.
I don't understand why the developers are not interested in implement it. Just test it and compare don't only especulate. Test it in real.
Don't assume everyone else also find it boring just because you do. Do you really believe the wesnoth devs work on a game they find boring? There is a prevalent agrement among the devs that the core game mechanics of Wesnoth are working very well.

Otherwise, it's nice to see a port which takes a different aproach for those who want that.
anyeos
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Yes, you have reason but...

Post by anyeos »

Yes, of course, sorry about that. I don't want to subestimate the developers, really they just do it so because they just don't get bored and they like that.
But I ask the people, friends, and some people who said that the game is "very luck based". That always bring bad the strategic player. Not only one people was said the fight is very luck based and that bring down him tactics.
But, now I think that the fight system is solved. They just add some habilities as "marksman" what can add more chance to hit in an archer unit.
Maybe they can modify the random portion to do it more possible to hit instead of miss.
I don't know, but the new version of Wesnoth is more balanced than the oldest.
I just think about a real fight where 5 units fighting vs 1 have more chance to kill it. And in the current fight system 5 units just don't kill 1 unit in only one turn. That is the reason for a "possibility of doing max hit" instead of "possibility to hit".

Bye, and thank you for your comment.
anyeos
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I have a proposal

Post by anyeos »

Can be included the two options.

Maybe interesting just have the choice of selecting one of that options :P
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turin
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Post by turin »

In my experience, three level 1 units will be able to kill 1 one level 1 unit if they are lucky, and 5 almost always kill.


Basically, what the heck are you talking about?


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Kestenvarn
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Post by Kestenvarn »

*sighs*

*looks up the moronic acronym page again*


To the testers: How's the modified gameplay working out so far?
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