Search found 753 matches

by PapaSmurfReloaded
July 1st, 2020, 11:49 am
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 2292

Re: Season Changer Mod

Another idea worth considering is to randomize not the length of the seasons, but the intensity. For example during a mild winter only 50% of the terrains are covered in snow, which would be 100% during a normal one. Decided randomly. Same could be done to water for the rest of the seasons. And of ...
by PapaSmurfReloaded
June 30th, 2020, 1:13 pm
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 2292

Re: Season Changer Mod

Hey I have an issue with the frozen ground removal, mayba make it so areas predetermined to be frozen only thaws in the summer and stays frozen during the other seasons, like the shallow water turning into mud bridges. It's a complicated situation to make sense of, because the mod is supposed to do...
by PapaSmurfReloaded
May 13th, 2020, 12:49 pm
Forum: Multiplayer Development
Topic: Zombie Apocalypse RPG 1.6
Replies: 231
Views: 56166

Re: Zombie Apocalypse RPG 1.6

gfgtdf wrote:
May 12th, 2020, 10:31 pm
This is an old thread so I'm not sure which wesnoth version this is about but if it's 1.14 you no longer need dummy leaders you can just put defeat_condition=never in the side definition
That's good to know, makes fixing this easy. :lol:
by PapaSmurfReloaded
May 3rd, 2020, 1:19 pm
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 22
Views: 5710

Re: Kingdom Builder Mod

Have just downloaded and am currently using the Advanced version. Does it not have a slider settings options yet? Getting the hang of the resource-gathering phase, but I have to admit it heavily slows the pace of the early game. Would it have an option to increase the production gained from peasant...
by PapaSmurfReloaded
April 13th, 2020, 2:18 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 22
Views: 5710

Re: Kingdom Builder Mod

I published the alpha of a separate a sister project called Kingdom Builder Advanced (not a mod atm). Said add-on was what supposed KBM supposed to look like when I first imagined it before it took a turn for a simpler and more fun design, I''ll be using this topic for feedback of both add-ons.
by PapaSmurfReloaded
March 27th, 2020, 1:35 pm
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 180
Views: 51958

Re: A Random RPG Adventure

Made a couple of changes to some quests and events in ARRPGA AI map, improved crafting menus and added a new option in Blacksmith.
by PapaSmurfReloaded
March 27th, 2020, 2:36 am
Forum: Multiplayer Development
Topic: Kingdom Builder Mod
Replies: 22
Views: 5710

Re: Kingdom Builder Mod

Is there any way to select what kind of keep/castle you build and randomize/specify the type of villages built, too? Not currently, while I believe it is possible, it would be a hassle to code the ability to choose an "architectural style" for each side. Something similar existed at some point, the...
by PapaSmurfReloaded
March 27th, 2020, 2:35 am
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 1026

Re: Wesmoba

Hi there! Played this map with a few friends. Is there any way the recruit list could be changed? As it is, it's a bit overpowered at early levels and once the relatively cheap upgrades to the hero stack up they become less of a hassle and more of a chore to keep recruiting. I believe there is an a...
by PapaSmurfReloaded
March 27th, 2020, 2:32 am
Forum: Multiplayer Development
Topic: Season Changer Mod
Replies: 11
Views: 2292

Re: Season Changer Mod

My friends and I love this mod! Is there any way to randomize the number of turns for each season change, or exempt areas of the map from changing? -You can change how long seasons lasts (between 1 to 12 turns) before starting the game. It is probably possible to make them last a random amount of t...
by PapaSmurfReloaded
February 21st, 2020, 2:46 pm
Forum: Writers’ Forum
Topic: Are Dunefolk human?
Replies: 22
Views: 5313

Re: Are Dunefolk human?

Imperios wrote:
December 27th, 2018, 7:55 pm
Their vulnerabilities do not help either. Why are they all vulnerable to crushing damage?
Probably because the unit resistances are a matter of game balancing rather than a matter of realism.
by PapaSmurfReloaded
February 21st, 2020, 2:43 am
Forum: Multiplayer Development
Topic: A Random RPG Adventure
Replies: 180
Views: 51958

Re: A Random RPG Adventure

Tuned up AI Classic map difficulty, both quest mobs and random combat, and fixed a couple of typos too.
by PapaSmurfReloaded
February 19th, 2020, 4:03 pm
Forum: Multiplayer Development
Topic: A fun concept I am working on (of interest to RPG creators?)
Replies: 16
Views: 10943

Re: A fun concept I am working on (of interest to RPG creators?)

Sounds interesting! I played your random rpg adventure and liked it a lot, main critique is that you don't seem to have more maps with an AI DM. I am wondering, are you working on something like that? Finding that many players + a human dungeon master unfortunately is quite the challenge. How is yo...
by PapaSmurfReloaded
February 15th, 2020, 3:30 pm
Forum: Faction & Era Development
Topic: Infantry Wars Era
Replies: 69
Views: 24030

Re: Infantry Wars Era

This is a good era, of decent quality, animated units. I like it, and see a lot of potential for it to expand. Unfortunately it is also quite symetrised and repetitive, so I'd like to help, at least via thought. ;) I have a couple of proposals for graphical improvements: 1. To easen identification ...
by PapaSmurfReloaded
February 6th, 2020, 8:39 pm
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 1026

Re: Wesmoba

New version, the Crystal Orb now have a higher resistance to damage.
by PapaSmurfReloaded
February 2nd, 2020, 1:16 am
Forum: Multiplayer Development
Topic: Wesmoba
Replies: 4
Views: 1026

Wesmoba

This is the topic of my new add-on "Wesmoba", which contains 3 MOBA-like scenarios (1v1, 2v2 and 3v3).