Eagle's combined MP modifications thread

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Eagle_11
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Re: Eagle's combined MP modifications thread

Post by Eagle_11 » August 24th, 2018, 6:54 pm

just went and added an type= for all.

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Temuchin Khan
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Location: Player 6 on the original Agaia map

Re: Eagle's combined MP modifications thread

Post by Temuchin Khan » August 25th, 2018, 4:50 pm

Eagle_11 wrote:
August 23rd, 2018, 6:39 pm
Sorry for replying so late. I somehow did not see your post until now....

Also i have just realized how extremely unintuitive all of this is. So feel free to suggest on how it could be remade so that it would be clear to the player.
Thank you. I get it now. As for how to make it more intuitive, I'm not sure if I have any better ideas right now.

Graypaws11
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Re: Eagle's combined MP modifications thread

Post by Graypaws11 » September 6th, 2018, 9:45 pm

I get an error that occurs whenever I advance to an Executioner (pikeman L3) in the Extra Advancements mod. I'll advance a unit and finish a turn just fine, but when I hit end turn, an error pops up and the executioner vanishes. Doesn't happen with any other units in this mod (That I've encountered).

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Eagle_11
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Re: Eagle's combined MP modifications thread

Post by Eagle_11 » September 7th, 2018, 8:44 am

Graypaws11 wrote:
September 6th, 2018, 9:45 pm
I get an error that occurs whenever I advance to an Executioner (pikeman L3) in the Extra Advancements mod. I'll advance a unit and finish a turn just fine, but when I hit end turn, an error pops up and the executioner vanishes. Doesn't happen with any other units in this mod (That I've encountered).
Fixed it.
New version is up. Added even more and changed graphics of some.

Graypaws11
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Re: Eagle's combined MP modifications thread

Post by Graypaws11 » September 7th, 2018, 9:07 pm

Wow, much faster than I'd expected. Wish I'd taken the time to post sooner -- Thanks!

jcrain12
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Re: Eagle's combined MP modifications thread

Post by jcrain12 » September 23rd, 2018, 6:48 pm

I have run into a problem with your extra advancements mod in Heir to the Throne. When getting the flame sword later in the story, your units can not level beyond level 3, otherwise, they can't obtain the sword as they get registered as units other than the "hero unit" that requires pickup. I happened to have the princess at level three at the time and gave it to her, but she leveled up to level 4 at the end of the scenario. When I started the next scenario, she had no movement points and 1 hp. Is this something that you can fix or is it supposed to be an anti-cheat thing build into the base game?

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Eagle_11
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Re: Eagle's combined MP modifications thread

Post by Eagle_11 » September 24th, 2018, 8:46 am

I do not have added any advancement for the Princess in HttT, so that must be another mod.

donkihote
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Re: Eagle's combined MP modifications thread

Post by donkihote » November 3rd, 2018, 6:50 pm

Hello,
Here again :P
I was thinking in free xp mod. (Still doesnt work for me btw)
So i think that would be amazing if there would be diferent slider for the campaign opponents. Got the idea in the last scenario of raising wesnoth, when i had only 4-5 lvl full trained army and the AI sent me lvl0 units... I can recall, but the AI units fight only in 1 scenario, so if they get more xp that would make more interesting and challenging the game. Maybe a progressive setting would be the best, first 2 chapter: Ai gains 1xp, second two: 2xp, etc..., or a slider for it too XD

And a bit late but thanks Gfgtdf for ur help.

gfgtdf
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Re: Eagle's combined MP modifications thread

Post by gfgtdf » November 6th, 2018, 9:26 pm

i just observed a game with 'heroic leades mod' and notied that it adds the hero trait in each scenario of a mp campaign, so in the 5th scenario they'll have the hero trait 5 times. Its be better if thte trait woud just be added once.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

Shiki
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Re: Eagle's combined MP modifications thread

Post by Shiki » November 11th, 2018, 12:00 am

I get warnings in stderr when having some of the add-ons installed:
Spoiler:
Introduction to WML filtering and WML variables.

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Ruvaak
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Re: Eagle's combined MP modifications thread

Post by Ruvaak » March 6th, 2019, 4:39 pm

Hello,

I made a recent mod this week-end, "Advance Wesnoth Wars" (see the informations in my signature link), based of some of Eagle mods, made them working on compaigns and fixed some bugs. Dunno who stil maintain them, but you can make a quick look on my code to improve them, maybe.
Creator of Advanced Wesnoth Wars mod

Konrad2
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Re: Eagle's combined MP modifications thread

Post by Konrad2 » March 28th, 2019, 3:45 pm

Healer XP Mod
Healers gain xp by standing next to a unit, they don't care whether that unit is damaged.

Rebels Tweaks: Elvish Magicians
Arcane Shield:
this unit... -> This unit...

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Ruvaak
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Re: Eagle's combined MP modifications thread

Post by Ruvaak » March 31st, 2019, 11:13 pm

Konrad2 wrote:
March 28th, 2019, 3:45 pm
Healer XP Mod
Healers gain xp by standing next to a unit, they don't care whether that unit is damaged.
this unit... -> This unit...

I fixed this in Advanced Wesnoth Wars. Someone is maintening all theses Eagle mods ?
Creator of Advanced Wesnoth Wars mod

Konrad2
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Re: Eagle's combined MP modifications thread

Post by Konrad2 » April 4th, 2019, 11:35 am

Healers do not receive xp for healing allied units.

patience_reloaded
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Re: Eagle's combined MP modifications thread

Post by patience_reloaded » August 15th, 2019, 2:51 pm

Dear Eagle_11

I have come across a problem in your Shipbuilding Mod:
I garrisoned multiple units into multiple transport ships all across the map, using multiple players. When I tried to ungarrison the units again, the first unit ungarrisoned was the last one i garrisoned, which happened to be a member of an enemy player and by the way the wrong unit type, and when I tried to ungarrison more units, the respective ships gave me an error (the variable "boat.variable.unit" doesn't exist) and dissapeared.

It looks like the unit garrisoned in the ship is one global variable which is overwritten every time a new unit is garrisoned somewhere in a ship. Then, when a unit is ungarrisoned (not necessarily the right one, since it will be the last one garrisoned), the variable is deleted, which afterwards causes an error.

Could you maybe fix this problem or write in the mod description more clearly that only one unit at a time can be garrisoned in all the ships?
Thank you very much.

Ps: Your mod is still an extremely cool idea, even if it doesn't work 100% well currently.

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