Magic Wars (0.0.6 beta)

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

Post Reply
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Magic Wars (0.0.6 beta)

Post by A Guy »

Check out my latest scenario, Magic Wars. You will need the era to play.

In Magic Wars, you play a mage (currently only the Battlemage is available, but later I'll add more mage factions with different perks) that seeks to lead his AI leader to victory over the opponent's AI leader through the use of various spells. Each turn you generate a new spell - which spells you generate can change based on your current situation (e.g. you're more likely to generate low-cost spells when low on mana).

This is different from many scenarios in that your influence is not as direct as, say, a leader that recruits units.

Features I plan to add:

*Different mage factions, each with their own spells and perks
*Much more spells
*Potentially more ability to command your AI leader (still thinking about this)
*More AI leader factions
*Make some of the mechanics in the game (e.g. discarded spells) more used

Well, enjoy. Any help testing this out would be greatly appreciated.
Last edited by A Guy on July 20th, 2012, 2:52 pm, edited 3 times in total.
I'm just... a guy...
I'm back for now, I might get started on some work again.
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: Magic Wars (0.0.2 beta)

Post by A Guy »

Update: 0.0.2 beta

-Fixed a bug which caused spells to be randomly generated after a unit died in any way (not just from being killed by a spell) after certain spells were cast
-Fixed a bug which caused Thunderbolt to be discarded instead of Earthquake after casting Earthquake
-Fixed a bug which kept the odds of generating spells completely random (now, it changes based on your situation)
-Added a new spell: Smite
I'm just... a guy...
I'm back for now, I might get started on some work again.
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: Magic Wars (0.0.3 beta)

Post by A Guy »

Update: 0.0.3 beta

-Fixed a bug which caused Fireball instead of Smite to be destroyed if Null and Void canceled Smite
-Added two new spells, Combustibolt and Tremors
I'm just... a guy...
I'm back for now, I might get started on some work again.
alluton
Posts: 420
Joined: June 26th, 2010, 6:49 pm
Location: Finland

Re: Magic Wars (0.0.3 beta)

Post by alluton »

I will take a look at this.

Edit: I must be missing some of the game mechanics since I only see battle mage whitout attacks and I don't see him casting any spells. Also right clicking himself,enemy or terrain didn't seem to do anything. Awaiting further instructions.
"This game cured me of my real life addiction."
-Flameslash
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: Magic Wars (0.0.3 beta)

Post by A Guy »

You right-click who you want to cast spells at, select "See all of your spells", and select an appropriate spell.

Anyway, a really good friend of mine is helping me playtest, so I'll be making balance changes as well.
I'm just... a guy...
I'm back for now, I might get started on some work again.
User avatar
Espreon
Inactive Developer
Posts: 630
Joined: June 9th, 2007, 4:08 am

Re: Magic Wars (0.0.3 beta)

Post by Espreon »

I see that you wish to have your add-on translated. Sadly, there are a few problems with it:

- You did not declare a textdomain in your _main.cfg
- None of your files have textdomain bindings
- Some strings aren’t marked as translatable (like in statuses.cfg)

Just eliminate these issues, reupload, and I’ll work my magicks.

Thank you.
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: Magic Wars (0.0.3 beta)

Post by A Guy »

Espreon wrote:I see that you wish to have your add-on translated. Sadly, there are a few problems with it:

- You did not declare a textdomain in your _main.cfg
- None of your files have textdomain bindings
- Some strings aren’t marked as translatable (like in statuses.cfg)

Just eliminate these issues, reupload, and I’ll work my magicks.

Thank you.
Thank you, will do ASAP
I'm just... a guy...
I'm back for now, I might get started on some work again.
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: Magic Wars (0.0.3 beta)

Post by A Guy »

Hey guys, I know it's been a while but after I got sidetracked by things IRL, I finally got back to this.

Newest update is out.

-Combustibolt damage reduced to 11 from 14
-Tremors mana cost increased to 28 from 22
-Added dark spells
--When you are behind, you have a chance of generating them in addition to your normal spell generation. Casting them costs life instead of mana (your mana regen is 10% of your life * the value of your own side over the average value of enemy sides.) After casting one, you are guaranteed to generate another one next turn, in lieu or your normal spell generation.
I'm just... a guy...
I'm back for now, I might get started on some work again.
User avatar
Ravana
Forum Moderator
Posts: 2949
Joined: January 29th, 2012, 12:49 am
Location: Estonia
Contact:

Re: Magic Wars (0.0.3 beta)

Post by Ravana »

Have you added way to let ai be faction from any era that player chooses?
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: Magic Wars (0.0.3 beta)

Post by A Guy »

Ravana wrote:Have you added way to let ai be faction from any era that player chooses?
Unfortunately that would make it very hard to balance the add-on.
I'm just... a guy...
I'm back for now, I might get started on some work again.
Post Reply