Afterlife -- survival and race maps

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

vasya
Multiplayer Moderator
Posts: 24
Joined: August 29th, 2012, 1:53 pm

Afterlife -- survival and race maps

Post by vasya » February 22nd, 2018, 1:53 pm

Afterlife -- survival and race maps.

Your units are copied to enemy part of the map to be controlled by AI.

Playing time: ~ 25 minutes.
If you have any ideas or feedback, feel free to share. hf!
Source code + bug tracker: https://github.com/vgaming/afterlife

User avatar
ghype
Posts: 239
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Afterlife -- survival and race maps

Post by ghype » April 7th, 2018, 5:18 am

Any one thoughts on a 3p version of the Afterlife survival map?
This mod gained popularity very fast on the online servers.

Map would look more like Isars Blasphemy, instead horizontally just vertically.

Instead of fighting the clones of one side you would fight the clones of the 2 others.
that would cause same balancing issues but if am sure enough there is an easy solution for that like:
(1)less starting gold
(2) less village support/income
(3) using lower clone percentages rates
- or a more experimental approach
(4) set a cap on how many units are cloned from each side, for instance only the strongest and every two waves that cap gets increased

# Any one having Ideas on how else this could even better balanced, since otherwise there could be too many units spammed real quick??
post sprites & stuff every day: ghype's Daily Art
destroying enemy castle here: Orcish Castle - Destroyed - work in progress

User avatar
ghype
Posts: 239
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Afterlife -- survival and race maps

Post by ghype » May 5th, 2018, 8:06 pm

so this happened 2day,
only irregularity was that I used costum map settings, other then that as usual.
xp mod, map randomizer


when I atacked cloned leader the Blue Question Mark started to talk.
when i tried to atack the Blue Question Mark itself, my wesnoth crashed.

could this be one of Choicereres Troll mods?
Screenshot 2018-05-05 05.01.17.png
Screenshot 2018-05-05 05.03.55.png
Screenshot 2018-05-05 05.03.55.png (89.79 KiB) Viewed 707 times
Attachments
2p — Caves of the Basilisk-Auto-Save5.gz
(153.34 KiB) Downloaded 14 times
post sprites & stuff every day: ghype's Daily Art
destroying enemy castle here: Orcish Castle - Destroyed - work in progress

Choicerer
Posts: 214
Joined: April 29th, 2017, 11:37 pm

Re: Afterlife -- survival and race maps

Post by Choicerer » May 6th, 2018, 11:26 am

To answer this question for everyone. Yes, the question marks are a feature of my randomizer. They are broken in afterlife and this is what happens if you don't switch them off in the custom options. It's really funny to watch this, because the map gets inundated with question marks, who can't hit you but have tons of hp.
However, in the latest version on 1.14, the marks are deprecated in favour of a right-click context menu. So please update, everyone.
Creator of Choicerer's Map Randomizer - http://bit.ly/2GNcnuv Better Odds - http://bit.ly/2HP41ln
The Better Names Mod - http://bit.ly/2ICIGwz Architecture Mod - http://bit.ly/2JjbNsN
Curse of Satan Claus - http://bit.ly/2pq6MSg The Trolling Mod - http://bit.ly/2GbpAiO
and the Mushroom Isar.

vasya
Multiplayer Moderator
Posts: 24
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya » May 6th, 2018, 12:32 pm

Choicerer: I just wanted to ask you if Afterlife can somehow guess the nature of the question mark and avoid copying it. But now that you're moving towards disabling the unit itself, I'll hold off with doing it for now.

ghype: thanks for reporting it anyway.
Last edited by vasya on May 6th, 2018, 12:33 pm, edited 1 time in total.

User avatar
Ravana
Moderator
Posts: 1748
Joined: January 29th, 2012, 12:49 am
Location: Estonia

Re: Afterlife -- survival and race maps

Post by Ravana » May 6th, 2018, 12:37 pm

I understand marks are petrified, so could filter that.

vasya
Multiplayer Moderator
Posts: 24
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya » May 6th, 2018, 1:01 pm

Ravana: but normal units can be petrified, too. Via e.g. Ageless Era. (For this specific case, Afterlife unpetrifies all units when copying.)

Choicerer
Posts: 214
Joined: April 29th, 2017, 11:37 pm

Re: Afterlife -- survival and race maps

Post by Choicerer » May 6th, 2018, 9:11 pm

vasya wrote:
May 6th, 2018, 12:32 pm
Choicerer: I just wanted to ask you if Afterlife can somehow guess the nature of the question mark and avoid copying it. But now that you're moving towards disabling the unit itself, I'll hold off with doing it for now.
Yes, it can. 1.12 still uses them and some people still play it (?) I think, though it's slowly dying.
1. My idea was to change my mod to automatically switch them off for your maps. OR
2. The questions marks are of the unit type "Fog Clearer". It's a generic unit that doesn't have any image and's been used by people in scenarios for various purposes but is going to deprecated soon in the coming versions.
Creator of Choicerer's Map Randomizer - http://bit.ly/2GNcnuv Better Odds - http://bit.ly/2HP41ln
The Better Names Mod - http://bit.ly/2ICIGwz Architecture Mod - http://bit.ly/2JjbNsN
Curse of Satan Claus - http://bit.ly/2pq6MSg The Trolling Mod - http://bit.ly/2GbpAiO
and the Mushroom Isar.

vasya
Multiplayer Moderator
Posts: 24
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya » May 6th, 2018, 9:48 pm

Choicerer, oh nice. I've disabled copying of "Fog Clearer" unit type (in Afterlife). Thanks for the notice!
(Version 1.3.5 has the fix.)

Choicerer
Posts: 214
Joined: April 29th, 2017, 11:37 pm

Re: Afterlife -- survival and race maps

Post by Choicerer » May 7th, 2018, 6:26 pm

I sometimes observe Afterlife/Randomizer games Yendor plays and this is the second time I've seen this string of lua errors happen. They seem to trigger when a unit attacks and contain the Russian word "stoi" (which, my best guess is, means something like stands ;) )
Here's a replay.
Attachments
Afterlife replay.gz
(125.21 KiB) Downloaded 13 times
Creator of Choicerer's Map Randomizer - http://bit.ly/2GNcnuv Better Odds - http://bit.ly/2HP41ln
The Better Names Mod - http://bit.ly/2ICIGwz Architecture Mod - http://bit.ly/2JjbNsN
Curse of Satan Claus - http://bit.ly/2pq6MSg The Trolling Mod - http://bit.ly/2GbpAiO
and the Mushroom Isar.

User avatar
Ravana
Moderator
Posts: 1748
Joined: January 29th, 2012, 12:49 am
Location: Estonia

Re: Afterlife -- survival and race maps

Post by Ravana » May 7th, 2018, 6:48 pm

stoi is c++ function.

vasya
Multiplayer Moderator
Posts: 24
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya » May 7th, 2018, 7:14 pm

Hi Choicerer. I've checked the replay. Here's the error (as text):

Code: Select all

error scripting/lua: stoi
stack traceback:
	[C]: in ?
	[C]: in field 'eval_conditional'
	lua/wml-flow.lua:18: in local 'cmd'
	lua/wml-utils.lua:145: in field 'handle_event_commands'
	lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
The stack trace doesn't originate from Afterlife. (Also I don't use Russian in code or the "stoi" word.) Not sure who exactly is at fault though.

Choicerer
Posts: 214
Joined: April 29th, 2017, 11:37 pm

Re: Afterlife -- survival and race maps

Post by Choicerer » May 7th, 2018, 8:21 pm

Well, the Randomiser doesn't have a single attack or defend event, while this bug seems to happen when (Ai?) units attack. He uses Ageless as well, so it's even harder to pinpoint the issue.
I don't think the fact it doesn't originate from Afterlife means anything. One of the addons calls these functions.
Creator of Choicerer's Map Randomizer - http://bit.ly/2GNcnuv Better Odds - http://bit.ly/2HP41ln
The Better Names Mod - http://bit.ly/2ICIGwz Architecture Mod - http://bit.ly/2JjbNsN
Curse of Satan Claus - http://bit.ly/2pq6MSg The Trolling Mod - http://bit.ly/2GbpAiO
and the Mushroom Isar.

User avatar
Ravana
Moderator
Posts: 1748
Joined: January 29th, 2012, 12:49 am
Location: Estonia

Re: Afterlife -- survival and race maps

Post by Ravana » May 7th, 2018, 8:35 pm

Stack says this is caused by [command][if]. Naive debug would add debug log before line 18 there.

https://wiki.wesnoth.org/LuaWML/Misc#wesnoth.debug

adramolokh
Posts: 12
Joined: December 20th, 2017, 2:56 pm

Re: Afterlife -- survival and race maps

Post by adramolokh » May 19th, 2018, 11:38 am

Afterlife becomes easier to win when using a plague faction, and significantly easier to win when using an unplaguable faction (Undead, Khthon, Destroyers) with plague capabilities. With an infinite swarm of units that aren't not much worse than the average copied unit, you can overwhelm an opponent not using undead or plague very quickly. A meta-game that forces everyone to pick undead doesn't seem very fun.

Test match with Ageless:
Attachments
Afterlife plague-test 1 - Khthon.gz
(88.13 KiB) Downloaded 6 times

Post Reply