Conquest 2.0 - on 1.8 server

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Sir_HidesAlot
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Joined: December 28th, 2010, 8:22 pm

Re: Conquest 2.0 - on 1.8 server

Post by Sir_HidesAlot »

It's a good map, Though not one I have in mind. Something similar to JelWan, Only, That the island is smaller.
meep
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Gwledig
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Re: Conquest 2.0 - on 1.8 server

Post by Gwledig »

Hidesalot maybe you should stop quitting turn 1 and people will play with you, until then have fun and bye.
I take on any comments about conquest and you only need to read this forum to see that, but someone who quits and then whisps me stuff about how to improve maps is just a pain.
Maybe try and finish a game beyond turn 1 and we can talk.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Sir_HidesAlot
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Joined: December 28th, 2010, 8:22 pm

Re: Conquest 2.0 - on 1.8 server

Post by Sir_HidesAlot »

emh... I honestly didn't have much time, before you started. I failed to notice it's 10 pm. I'm not a night hawk, So I usually go to sleep at 10-11 pm,
I'm very sorry I left, But honestly. I think you could have played on. You had 5 more players.

edit
I'm very sorry I left. And people play with me. I've played a few times on Sudmark today, was fun :)
meep
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Gwledig
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Re: Conquest 2.0 - on 1.8 server

Post by Gwledig »

OK hides I apologie too I'm known as a crazy dude.. so sorry.. I'm just a bit crazy at times.. see you in game sometime... let me know what you were proposing about maps and stuff sometime.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Sir_HidesAlot
Posts: 14
Joined: December 28th, 2010, 8:22 pm

Re: Conquest 2.0 - on 1.8 server

Post by Sir_HidesAlot »

Gwledig wrote:OK hides I apologie too I'm known as a crazy dude.. so sorry.. I'm just a bit crazy at times.. see you in game sometime... let me know what you were proposing about maps and stuff sometime.
I will, :wink:
meep
SlowThinker
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Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

SlowThinker wrote:I must complete the unit list so that it works, so tomorrow probably.
I realized I promised the new scenario file format to Lich_Lord, and I see it would be handy also for the new midland map.
So I will postpone the release of the main code (and it won't be ready tomorrow probably), and I will release the "new" scenario code first (today probably).

The scenario code won't be "new", as it will be fully compatible with the current scenario code and current Conquest engines (Mabuse's, Gwledig's, Jinnaraka's, mine), and so it won't allow to redefine recruits for example. It will only make region definitions easier.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Mabuse
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Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

SlowThinker wrote:and so it won't allow to redefine recruits for example.
wayne. i make the new recruitlists anyway.

SlowThinker wrote:It will only make region definitions easier.
which is cool enough.
can help save tons of time, and the regions defs are most critical part since bugs here are annoying since it ruins game if regions bonus is not given properly.


btw, i slightly overworked the map, and i think this one wil go into "production".
it wil also feature realm mode offering the following regions:
(FYI: names will get changed of course)

- central gondor
- mirkwood elves
- the shire
- mordor
- hill orcs
- rhun babarians

midlands.png
(well, maybe i lush some hexes here and there, but nothing big.)
i added some merman colonies, for atoal of 114 villages now.
which is pretty ok, if you ask me.
(makes a village dense of 51.x)

surdmark has a village dense of 34.x btw.


another opinion:
does it make sense to offer "standard mode" on maps with > 60 villages ?
The best bet is your own, good Taste.
Mabuse
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Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

(well, maybe i lush some hexes here and there, but nothing big.)
i added some merman colonies, for atoal of 114 villages now.
which is pretty ok, if you ask me.
btw, i lied of course.
the map is currently under heavy balancing ;)
but you get already a raw picture form the previews.

the final map wil be of course better overthought and there will be of course changes almost everywhere (even if just slight changes ;)).
The best bet is your own, good Taste.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

preview3.
(this time even better format, so more details)
merman villages -1, rhun villages +1, dread swamp was redesigned
for better balance, other small changes)


comments appreciated of course
midlands_preview3.png
The best bet is your own, good Taste.
Sir_HidesAlot
Posts: 14
Joined: December 28th, 2010, 8:22 pm

Re: Conquest 2.0 - on 1.8 server

Post by Sir_HidesAlot »

I can't wait for the last version to come out. Really wanna play it. Could you do it by tomorrow in 10h?
meep
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

well, taking into acount that i must totally recover my vital funtions in a quite limited amount of time, i woud say: no :lol2:

will take some more time.
so far the to do list is like this:


To DO for next Version:
------------------------

- tweak map a bit more
- code the map, including new reruitlists
- take a look at fortify mode and make it not activateable
(you can still select it) if unit is on deep water or unwalkable terrain
- raise city/castle def of siegetrooper and troll to 55%
- add new capitol-game-mode: "weak ai units"
(the other is renamed to: "random ai units")
- include an upkeep choice to be selected by host
no upkeep
cheap upkeep (1 gold per 10 units)
medium upkeep (1 gold per 5 units)
expensive upkeep (1 gold per 3 units)
The best bet is your own, good Taste.
SlowThinker
Posts: 876
Joined: November 28th, 2008, 6:18 pm

Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

Edit: Scenario file format version 2 has been replaced by version 2.1. Conquest Minus 3.0.6 and above uses it
/Edit
--------------------------------------------------------------------

I write this bold because a cooperation with map creators and with creators of Conquest variants is desirable: the scenario format should be common for all variants (in alphabetical order: Gwledig's, Jinnaraka's, Mabuse's, SlowThinker's game variant; btw I hope we will be more numerous soon)

Scenario file format version 2
(I started to count because I plan to propose a fully reworked format soon)

It makes scenario creation/editing easier than with the old format.

The format is fully compatible with the original file format.
But there is one new point:
The old format sent only one information to main Conquest code: recruit types of village types, like {RECRUIT_MENU_HUMANS Gg^Vh,Rp^Vhc}.
The new format creates also a variable scen_input which contains definition of regions and position of list(s) of regions. This information may be used by the main Conquest code in future (for example the code for 'realm mode' needs information where regions are positioned)
But this will be useful only if scenario creators won't change the code, especially the variable identifier 'scen_input'. Therefore I marked which parts of the file are supposed to be edited.

edit: features added:
the code can sort the list of regions by bonuses (optional)
the code allows to divide regions in more lists (like the Surdmark map, that has 2 lists of regions now: left and right)

I believe we need more information can be sent from the scenario code to the main Conquest code: better recruit information, better information about possible game modes...
Therefore later I want to send also a proposition of the scenario file format version 3, very different from versions 1 (original) and 2.

---------------------------------------------------
Templates:

the attachment contains 3 files:
conquest_template_v2_ConqMinus.cfg
a template for scenario files, works with Conquest Minus 3.0 and above
conquest_template_v2_ConqOrig.cfg
a template for scenario files, works with the Conquest variants whose scenario format is fully compatible with the original Conquest (e.g. 2.7.3b)
conquest_template_v2_comments.cfg
contains also comments of the code
conquest_template_v2_ConqMinus.cfg and conquest_template_v2_ConqOrig.cfg are different because Conquest Minus 3.0 introduced a small change to the format (it is explained here).

A note: The templates are based on The Rings ver. 1.17 / 1.19 scenario.
Attachments
conquest_template_v2.zip
(10.73 KiB) Downloaded 328 times
Last edited by SlowThinker on December 10th, 2011, 3:50 am, edited 12 times in total.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

wow, the new file format looks awesome.
it seems you are doing a great job there


concerning the map: its still in tweaking phase
also some new units are in plannig phase
as mentioned ealier, all races need some strong assault unit or general
(will all be mainline though)
The best bet is your own, good Taste.
Mabuse
Posts: 2326
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

ok, i decided to release a new version.
this version does not contain the new map yet

3.1.0:
--------

changes:

- overworked reruitlists
- recruit menu also shos the total number of units and the upkeep that is currently payed
(if activated)

- fortify not activateable
(you can still select it) if unit is on deep water or unwalkable terrain

- raise city/castle def of siegetrooper and troll to 55%

- include an upkeep choice to be selected by host
+high upkeep (1 gold per FULL 5 units)
+low upkeep (1 gold per FULL 10 units)
+disable upkeep
does not take workers into account


- new units, along wth the new recruitlists there come some new units

+ltcvalary for humans
(currently unused, but may be used by human derivate races in future maps)

+ generals for kalifa, elves, orcs and dwarves
(only kalifa and orcs use them ingame actually)
this is a normal general unit wiht modified movement costs
(orcish general has 1 hill move cost, kalifa general has 1sand/hill move cost)
of course you may make dwarven and elven recruitlists that use generals

+ Ancient Wose for elves, a non assasinable 25 gold unit with defenses that average around 35% (it may has less in shallow water and more on woods for example)

+ Yeti for dwarves, a non assassinable 25 gold unit with defenses that average around 35%
(as said above may have more or less in different terrains, yeti does better in city/hills/mountains)

+ Skeletal Dragon for undead, a non assassinable 25 gold unit with defenses that average around 35%


the humans have still the top-notch unit with the MOUNTED General, the other races have either a general (orcs, kalifa) or a non assassinable 25 gold with weaker defenses around 35% (elves, dwarves, undead, drakes ( that the drake unit with has fortify ability is an exception, since the drakes have no assassins))
the merman have access to boats, and thus they have warships, which are essentially their generals ;)


- game mode change:
the STANDARD GAME MODE got renamed to "ALL VILLAGE MODE".
this was done to not leave the impression that "standard" mode is really the "normal" way to play conquest. since the new maps with more villages shod be really played with CAPITOL mode.


- added abilities to units like worker, generals, pirate ship, siren, warship that describes
what they have for special abilities.
also, the game-mechanics now filter for these abilities.
+ so yu can simply add a general-ability to a unit and it gets "assassinateable"
+ or a flagship-ability to a ship and it can be destroyed more easy by sirens and pirate ships
+ or a worker ability and this unit wil generate +1 gold if standing on a city


- reduced size of the manual/objectives slightly (deleted 2 lines), so it will not get stuck
on non-full screen modes



DESIGNERS FYI:
------------------------------------------------------------------------------

the new recruitlist fomat looks like this:

Code: Select all

#define RECRUIT_MENU_ELVES VIL_FILTER
[event]
	name=start
	[set_menu_item]
		id=recruitelves
		description="Recruit Unit"
		[filter_location]
		terrain={VIL_FILTER}
				{RECRUIT_STORE}
image="portraits/elves/transparent/sylph.png"
				{RECRUIT_TEXT}

{WORKER_HUMAN}
{MILITIA_ELVES}
{LTCAVALRY_ELVES}
#{PIKEMAN_ELVES}
{CAVALRY_ELVES}
{ELITEINFANTRY_ELVES}
{LANCER_ELVES}
{LIEUTENANT_ELVES}
{ASSASSIN_HUMAN}
{KNIGHT_ELVES}
{SIEGETROOPER_ELVES}
#{GENERAL_ELVES}
{CONQUEST_BOATS}

			[/message]
		[/command]
	[/set_menu_item]
[/event]
#enddef
so you see you can set a PICTURE, and then just add the macrios of the units (defined in unitdata.cfg), as you see the elves general and elves pikeman is commented out.
becasue: the standard elves dont have a general, and the elvish pikeman ist created yet.

the orcs and elves will also get a "pikeman unit", which is simply a 4 gold infantry unit (lvl2)
i need to include the uit yet.

im not sure wether the "standard" elven/orcs recruitlists will have this infantry unit, but it will be included (like the human ltcav), to be able to make different elves/orcs/whatever

for example "MORDOR", recruitlist could look like this:

Code: Select all

#define RECRUIT_MENU_MORDOR VIL_FILTER
[event]
	name=start
	[set_menu_item]
		id=recruitmordor
		description="Recruit Unit"
		[filter_location]
		terrain={VIL_FILTER}
				{RECRUIT_STORE}
image="portraits/humans/transparent/iron-mauler.png"
				{RECRUIT_TEXT}

{WORKER_ORCS}
{MILITIA_ORCS}
{LTCAVALRY_ORCS}
{PIKEMAN_ORCS}
{CAVALRY_ORCS}
{ELITEINFANTRY_ORCS}
{LANCER_ORCS}
{LIEUTENANT_ORCS}
{ASSASSIN_HUMAN}
{KNIGHT_ORCS}
{KNIGHT_UNDEAD}
{SIEGETROOPER_UNDEAD}
{CONQUEST_BOATS}

			[/message]
		[/command]
	[/set_menu_item]
[/event]
#enddef
so as you can see its an basic orcish recruitlist, with some changes, additonally they get the orcish-"pikeman" unit (4 gold inf), undead-"knight" unit (spectre, 20 gold) and undead-"siegetrooper" unit (skeletal dragon, 25 gold).

the pikeman, knight, siegetrooper class - is just to make templates being easier used.
the units are not called pikeman ingame, instead its maybe simply "Orc Guards".

anyway, since the new recruitlista are pretty short, since all the unitdata is extracted you can add much simpler new recruilists to the game.
if you add new units, the definitions have to go into the unitdata of course ;)
The best bet is your own, good Taste.
Sir_HidesAlot
Posts: 14
Joined: December 28th, 2010, 8:22 pm

Re: Conquest 2.0 - on 1.8 server

Post by Sir_HidesAlot »

Good job, :)
meep
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