PickYourRecruits Era
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PickYourRecruits Era
The basic idea of the era is that on the first turn, each player chooses the units they wish to have available on their recruit list. There's currently only one era in the add-on, one which allows each player to pick up to 5 recruits from all the recruitable default era units, but anyone with just basic knowledge of WML can easily change the unit palette or add new variations of the era with different cost or unit limits.
You'll find this on the 1.8 add-on server, and even on the old 1.6, 1.4 and 1.2 (1.2.4 or later required to play).
Have fun! Note that individual player don't need to have this era installed before playing, since the era doesn't use any custom units. So you should be able to safely join a PickYourRecruits Era game even if you don't have the era installed yourself.
You'll find this on the 1.8 add-on server, and even on the old 1.6, 1.4 and 1.2 (1.2.4 or later required to play).
Have fun! Note that individual player don't need to have this era installed before playing, since the era doesn't use any custom units. So you should be able to safely join a PickYourRecruits Era game even if you don't have the era installed yourself.
Last edited by zookeeper on July 13th, 2009, 6:27 pm, edited 6 times in total.
One minor aesthetic complaint: it shouldn't say (for example) "Dwarvish Thunderer,Dwarvish Fighter", it should say "Dwarvish Thunderer, Dwarvish Fighter". Notice the extra space?
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Also, this probably isn't possible to do, but it would be nice if it "warning, AI can't play this era very well" message didn't appear if you set it to droid after choosing its recruits for it.
[edit]
Also, this probably isn't possible to do, but it would be nice if it "warning, AI can't play this era very well" message didn't appear if you set it to droid after choosing its recruits for it.
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Yeah. It wouldn't be hard to do that, but a bit annoying since I'll have to double up some bookkeeping for that...but sure, I'll probably do that sooner or later. I'll probably make it look like a proper list with linebreaks and some pretty text colouring or something like that when I do it.turin wrote:One minor aesthetic complaint: it shouldn't say (for example) "Dwarvish Thunderer,Dwarvish Fighter", it should say "Dwarvish Thunderer, Dwarvish Fighter". Notice the extra space?
That's trivial to do, actually. Or more precisely, it was trivial to do. Attachment updated.turin wrote:Also, this probably isn't possible to do, but it would be nice if it "warning, AI can't play this era very well" message didn't appear if you set it to droid after choosing its recruits for it.
EDIT: Actually, the warning is still displayed if you droid during the first turn (but if you droid at the beginning of the second turn, no problems). I think this is actually something that shouldn't happen, so I might be inclined to classify it as a bug in Wesnoth...
Re: PickYourRecruits Era
The era event bug has been fixed in 1.3.1 and 1.2.3, so they should work with these versions and above.zookeeper wrote:I haven't put this on the add-on servers, since this requires some post-1.3.1 and post-1.2.3 changes to work correctly, but I'll add it when new releases come out which contain those bugfixes. For now, here's the file attached (yes, it's just one file) for those who can compile from SVN themselves and want to try this out before new releases come out.
Btw there is a bug in event handling in 1.3.1, i think it has been fixed in SVN but 1.3.1 is affected, this might have an effect here.
And, on the 1.2 server it means that everyone need 1.2.3 in order to play with this era (era events are broken in 1.2.2 and below).
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
Re: PickYourRecruits Era
In addition to the era events bugfix, this requires the bugfix of r16283 as well. I could have worked around that with some tiny little visible in-game changes, but being a bit perfectionist on these things I didn't.Noyga wrote:The era event bug has been fixed in 1.3.1 and 1.2.3, so they should work with these versions and above.zookeeper wrote:I haven't put this on the add-on servers, since this requires some post-1.3.1 and post-1.2.3 changes to work correctly, but I'll add it when new releases come out which contain those bugfixes. For now, here's the file attached (yes, it's just one file) for those who can compile from SVN themselves and want to try this out before new releases come out.
Btw there is a bug in event handling in 1.3.1, i think it has been fixed in SVN but 1.3.1 is affected, this might have an effect here.
And, on the 1.2 server it means that everyone need 1.2.3 in order to play with this era (era events are broken in 1.2.2 and below).
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It is a pretty cool concept.
Unfortunately i found that my first custom made faction wasn't very balanced.
Unfortunately i found that my first custom made faction wasn't very balanced.
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Attempting Lucidity
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Attempting Lucidity
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No, it was me .Becephalus wrote:I had a pretty fun time with my first game using it in a while, sadly the rng decided to slay me
P.S.: Thanks for this cool era zookeeper.
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"Larry the Cow was a bit frustrated at the current state of Linux distributions (...) until he tried Gentoo Linux" - Free Software for free people.
"Larry the Cow was a bit frustrated at the current state of Linux distributions (...) until he tried Gentoo Linux" - Free Software for free people.
A new version on the 1.3 add-on server, including the following changes:
EDIT: Oops, a bug which prevented recruiting on and after turn 2 had slipped in. Fixed.
- If a leader doesn't stand on a keep and/or have a castle hex next to him on scenario start, he'll be provided with temporary ones for turn 1 so he can pick his recruits. This means that sides for example on funny survival and whatnot scenarios which would normally start being unable to recruit on the first turn can still pick their recruits.
- The host of a game doesn't anymore get messages about what recruits an AI side picks.
EDIT: Oops, a bug which prevented recruiting on and after turn 2 had slipped in. Fixed.