RGM

Discussion and development of scenarios and campaigns for the game.

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ChaosRider
Posts: 1168
Joined: April 15th, 2012, 1:15 pm

RGM

Post by ChaosRider »

RGM MWC= Randomly Generated Maps Modified World Conquest, as you can think these maps (for now only 2 in version 0.0.1) are created randomly and to play it its require Modified World Conquest (for units codes) and also MWC Part 2 (for units images).

First scenario is for teams who likes to fight in same area (and players from these teams dont cry when one player takes more bonus places than other one, about "bonus places" i will write later)

Second scenario is also for teams, but each player is in own area (so there shouldnt be problems with some players whining).

In all scenarios you have to survive ai units waves. When cave walls fall down and create you way to other teams and ai leader in map middle then also you have to fight with them.

Bonus places are a places where at turn start are created labels with bonus type and value which your unit get if it stay on this hex at turn end.

Types of bonus and its value:
- Gold (1-20)
- XP (1-20)
- DAMAGES (1-3)
- STRIKE (1)
- TERRAIN DEFENSE (1-15)
- MOVEMENT POINTS (1-3)
- MOVEMENT COST (-1 or set mc to unit max_moves value if it had it earlier empty)
- RESISTANCES (1-15)
- HITPOINTS (1-15)

For bonus types as dmg, strike, terrain defense, movement cost, resistances are picked randomly inside types (melee/ranged; one of all terrains types; one of all resistances types)

On map are created vills which dont dissapear with landscape change, also some vills are created only when at start is player side.

And most funny info, map was divide for parts, on each part is picked type of land. First human player (here its gonna be second side, cause first is middle ai) choose at game start how often change landscape (from once for each 1 turn to once for each 15 turns).

I look forward to any comments from the players who arent afraid of new challenges.

I guess thats all about it so gl & hf.

Edit:
About bonuses values, its nice to get highest one like 20 xp or 20 gold but to be sure these options wont show up too often in random variable i set next lower value to have 5 numbers more, at example its gonna be more clear:

- mp bonus from 1 to 3 where 3 is highest, 1 lowest, so when we set random value we can do it by 1..3 which is equal with 1,2,3 (in this way all options have 33,3(3)% chance to show up). As i said earlier each lower value for our bonus have 5 numbers more so it looks like that 3,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1 (we got here 1 x 3, 6 x 2, 11 x 1, this give us for "3" chance = 5,5(5)%, for "2" = 33,3(3)% and for "1" chance to show up = 61,1(1)%.

If someone is curious how high are chances for values from 1 to 20 (or 1 to 15) you can count it by your self.

Last news, in Modified World Conquest v1.4.1 you can set to have bonuses on map, its create 3 for each side, so if we got 9 sides with still alive leaders then on map will be create 29 bonus places (can be more than 1 bonus place in one x y hex). I think in future i will make also option to pick how many of them create for each side (i guess its gonna be from 1 to 10 (which for 9 leaders on map will create from 9 bonus places to 90).

Maybe in future i will also add adding new weapons from bonus places (i guess they gonna be also randomly picked, well maybe i just like so much random things or maybe im too lazy to set it by my self).
Creator of WOTG (+5500 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.18 Wesnoth server.
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