World Conquest II
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- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: World Conquest II
Positive.gfgtdf wrote: ↑October 15th, 2018, 3:08 pmWeel the bug mentioned abouve shoudl be fixerd, are you sure you (or rather: th host of the mp game) are using the latest version (0.7.10.2) ?PapaSmurfReloaded wrote: ↑October 15th, 2018, 11:59 am I am experiencing the same issue, around scenario 4, when loading the next map the games gets stuck.
Re: World Conquest II
hmm ok then I'd be useful to have more information. This issue, at which scenario exactly does it happen? Maybe you have a savefile?
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.
Re: World Conquest II
So I must have played around 7 or 8 new games with the latest update and must say that I have not encountered such a bug
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: World Conquest II
Hello.
Id like to write about ur training ad-don. Its a cool idea, and thanks for it.
But for me it seems kinda useless in sp campaigns. There are campaigns what start with a lot of unit for example. Or for those who play my stile (no random, no unit lost, recall and train up an elite army, what is a hard task), after some scenario training lvls become useless when actually i just start have a good amount of them. So i was thinking about it, after some not too good idea figured out -in my opinion- a good one. It should be only an option (what players can chose in the beginning) that the lvling units roll for train. Obviously its not a 100% worked out idea. The percents would need some modifications in this case and/or other changes in the system, the already got trainings like less xp could not be gained again (also i dont really think that is good already smart units get a train even less xp). I cant programming, so no clue how hard, or how many time it would be, but i think it could be nice.
Best wishes:
Donkey
Id like to write about ur training ad-don. Its a cool idea, and thanks for it.
But for me it seems kinda useless in sp campaigns. There are campaigns what start with a lot of unit for example. Or for those who play my stile (no random, no unit lost, recall and train up an elite army, what is a hard task), after some scenario training lvls become useless when actually i just start have a good amount of them. So i was thinking about it, after some not too good idea figured out -in my opinion- a good one. It should be only an option (what players can chose in the beginning) that the lvling units roll for train. Obviously its not a 100% worked out idea. The percents would need some modifications in this case and/or other changes in the system, the already got trainings like less xp could not be gained again (also i dont really think that is good already smart units get a train even less xp). I cant programming, so no clue how hard, or how many time it would be, but i think it could be nice.
Best wishes:
Donkey
Re: World Conquest II
@donkihote
Even when you play sp campaigns with an only-verteran playstyle you later can usually still choose to pick items instead of training (just pick those points that contain items and leave those that contain training, you can rightlcik on a point to check what they contain, you can usually pick at most one bonuspoint per scenario anyways). If you think more bonus points shodul contain items you can enable the 'cdm options' mod that gives you more options liek controlling the chance of a bonus point to contain itemsor traing etc.
I assume you are talking about 'campaign_drop mod' that adds worldconquest2 features to sp campaigns?
donkihote wrote: ↑November 3rd, 2018, 6:18 pm But for me it seems kinda useless in sp campaigns. There are campaigns what start with a lot of unit for example. Or for those who play my stile (no random, no unit lost, recall and train up an elite army, what is a hard task), after some scenario training lvls become useless when actually i just start have a good amount of them.
Even when you play sp campaigns with an only-verteran playstyle you later can usually still choose to pick items instead of training (just pick those points that contain items and leave those that contain training, you can rightlcik on a point to check what they contain, you can usually pick at most one bonuspoint per scenario anyways). If you think more bonus points shodul contain items you can enable the 'cdm options' mod that gives you more options liek controlling the chance of a bonus point to contain itemsor traing etc.
So if in understood your correctly you want that unit will reroll (remove old training and generate new ones) their trainings when they advance? I currently don't think this can be easily done, one the one hand i think its often rather a disadvantage for player since they ususually try to choose to level their units with the best training, so rerolling training for them woudl likeley give tem worse training, and second it just doesn't make so much sense for units to loose their training.donkihote wrote: ↑November 3rd, 2018, 6:18 pm So i was thinking about it, after some not too good idea figured out -in my opinion- a good one. It should be only an option (what players can chose in the beginning) that the lvling units roll for train. Obviously its not a 100% worked out idea. The percents would need some modifications in this case and/or other changes in the system, the already got trainings like less xp could not be gained again (also i dont really think that is good already smart units get a train even less xp). I cant programming, so no clue how hard, or how many time it would be, but i think it could be nice.
Best wishes:
Donkey
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.
Re: World Conquest II
Uploaded version 0.7.10.3 which just contains two fixes:
- Fix wrong colors of villages when you changed your team color
- Fix possible lua erro in mapgeneration of scenario6.
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.
Re: World Conquest II
Hello everyone, thank you gfgtdf for maintaining this properly. WC II is a big part of online Wesnoth.
I planned to play around with some code elements of WC II but I had to find out that most events now rely on lua functions, something I am not familiar with.
When exactly did the lua implementation happen? Because I remember WC on 1.12 server was fully based on WML.
I planned to play around with some code elements of WC II but I had to find out that most events now rely on lua functions, something I am not familiar with.
When exactly did the lua implementation happen? Because I remember WC on 1.12 server was fully based on WML.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: World Conquest II
WC2 Version 0.7 is basically where most of the Lua transition happens iirc. It gave the 'new' invest and wocopefia dialogs and a performance improvement overall.
When wesnoth 1.15/1.16 comes out I'll probably move the rest of the code (the map generation) to Lua which will remove the waiting time at the start of scenario when the wml map generation happens.
If you have concrete questions about the code you can also ask me (here).
When wesnoth 1.15/1.16 comes out I'll probably move the rest of the code (the map generation) to Lua which will remove the waiting time at the start of scenario when the wml map generation happens.
If you have concrete questions about the code you can also ask me (here).
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.
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- Posts: 3
- Joined: February 24th, 2019, 1:07 am
Re: World Conquest II
Hi, how are you? A few days ago I downloaded your campaign and I really liked it. I also downloaded the "campaign drop mod" and was glad to know that I could use campaign modes I did not have on other maps. By testing it in the main campaigns and multiplayer scenarios, I noticed that the menu that selects bonuses does not open no matter what I do, as opposed to the world conquest. Is this a bug or is there another command I do not know? Sorry for the typos, English is not my first language.
Greetings from Brazil.
Greetings from Brazil.
Re: World Conquest II
No this was intentional that mod just adds bonus points and items dropped by enemies. Giving the player two extra bonusses (=4 in total in each scenario) would just be too unbalanced in longer 'normal' campaigns.
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.
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- Posts: 3
- Joined: February 24th, 2019, 1:07 am
Re: World Conquest II
This makes sense. Thank you and have a good day.
Re: World Conquest II
hello,
an AI's unit and players dont have the same XP.
example : AI's ghost got 24 XP to level. my ghost needs 36.
an AI's unit and players dont have the same XP.
example : AI's ghost got 24 XP to level. my ghost needs 36.
Re: World Conquest II
ai uses lower xp settings to make it more punishable
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: World Conquest II
I enjoy this campaign the most and it's fair to say it's all I play in the World of Wesnoth.
But I would like to suggest a HARDER mode than NIGHTMARE!
That's right, make it even harder!
How?
Well, how about a mode where player controlled leaders start at level 1 or 0! To balance this, the extra abilities (epic and the rest) can be assigned to the leaders. Maybe also the AI can have the 'droppable' item from map 1.
I would love to try this challenge.
Your true Fan,
Pagawan.
But I would like to suggest a HARDER mode than NIGHTMARE!
That's right, make it even harder!
How?
Well, how about a mode where player controlled leaders start at level 1 or 0! To balance this, the extra abilities (epic and the rest) can be assigned to the leaders. Maybe also the AI can have the 'droppable' item from map 1.
I would love to try this challenge.
Your true Fan,
Pagawan.
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Re: World Conquest II
I was looking into how to add more items/heros/abilities into this mod. I think another difficulty could fit and make an update worthwhile.
stuff I worked on: Dunefolk Rework - ghype's Daily Art