Search found 15 matches
- April 24th, 2008, 11:22 pm
- Forum: Multiplayer Development
- Topic: [video] Games with commentary
- Replies: 6
- Views: 3112
Re: [video] Games with commentary
Just figured I should share something I found a while ago: http://www.dailymotion.com/bert1fegg This does sound like a really good idea, if people want to do it. You don't really have to have very good players doing commenting all the work. One idea is to have something like a volunteer commentator ...
- April 22nd, 2008, 2:21 pm
- Forum: Coder’s Corner
- Topic: new python AI, needs testing! Current version: 0.4.7
- Replies: 19
- Views: 7475
Re: new python AI, needs testing! Current version: 0.4.7
Very interesting AI. Here's an extremely short reply on random map, default AI (red) vs tommy.py (blue), to illustrate a problem: The notable problem in the replay is when the blue leader got attacked in turn 2, nobody came to save him. (And in the first turn the blue leader probably made a worse mi...
- April 13th, 2008, 4:12 am
- Forum: Ideas
- Topic: Abilities that have potential---
- Replies: 60
- Views: 27146
Re: Abilities that have potential---
Sheild: If enemy unit attacks, defensive unit can block one or more of the attacks (random % to block depending on several factors) This almost sound like simply bumping up the terrain defense ratings on defense, unless you are talking about using neighbor units to block, too. Actually I wondered i...
- April 12th, 2008, 7:38 pm
- Forum: Multiplayer Development
- Topic: Brotherhood of Light - Multiplayer RPG Scenario
- Replies: 233
- Views: 87882
Re: Brotherhood of Light - Multiplayer RPG Scenario (0.4.1)
Congratulations for the nice map! Some suggestions: 1. To make miracle work, maybe add {FULL_HEAL description=$caster.description} after [/unstore_unit] in BOL_SPELL_MIRACLE macro? 2. For swimming, etc. I prefer the following way of changing movement costs: [effect] apply_to=movement_costs replace=t...
- April 7th, 2008, 9:36 pm
- Forum: Multiplayer Development
- Topic: The High Seas (Naval MP Scenario)
- Replies: 290
- Views: 96237
Re: The High Seas (Naval MP Scenario)
What exactly is the problem of "spam voiding" anyways? I read some of the posts but it seems to me that you need significant amount gold to do anything real meaningful instead of just trying something funny. Maybe if you can provide some specific cases where malicious "spam voiding&qu...
- April 7th, 2008, 9:28 pm
- Forum: Multiplayer Development
- Topic: Living Caves - New map released!
- Replies: 11
- Views: 5670
Re: Living Caves - New map released!
Not sure if making temple stronger later on will improve the gameplay (It is already a bit too powerful imo.) Besides, the real problem remains that most games will probably end before the more powerful temple has any consequence. I couldn't really figure out why most games are so short because on t...
- April 7th, 2008, 7:41 pm
- Forum: Multiplayer Development
- Topic: The High Seas (Naval MP Scenario)
- Replies: 290
- Views: 96237
Re: The High Seas (Naval MP Scenario)
There is no number, find the word "fencer" in macros/enemy.cfg. It's a block of [unit] code copied twice to make two fencers. Mabuse: regarding units-in-the-void, handling it automatically might require a bit too much modification since not all teleports are done with macro. However, my or...
- April 7th, 2008, 6:50 pm
- Forum: Multiplayer Development
- Topic: Living Caves - New map released!
- Replies: 11
- Views: 5670
Re: Living Caves - New map released!
The following weapons have the same bug as massive sword: spirit sword (25-1 "arcane-melee") dragonstaff (35-1 "pierace-ranged") One problem with gameplay is that most games end rather quickly (some before turn 10? somehow it gets lopsided really easily). So a lot of of the inter...
- April 6th, 2008, 8:56 am
- Forum: Multiplayer Development
- Topic: Living Caves - New map released!
- Replies: 11
- Views: 5670
Re: Living Caves - New map released!
I found the temple a little too unbalancing giving one bonus for the unit at the start of any side's turn (resulting in 4 rapid bonuses in between each moving turn for the units at the temple). So I did a little modification such that the bonus is only added once per round (i.e. at the start of the ...
- April 6th, 2008, 6:40 am
- Forum: Multiplayer Development
- Topic: The High Seas (Naval MP Scenario)
- Replies: 290
- Views: 96237
Re: The High Seas (Naval MP Scenario)
if you use it with a captain, make sure that you dont use more than 10/12 thugs, else your captain may get teleported into the void ;) (and i mean void surrounded by nothing than void) if you wanna board it back into the ship Or just use even more thugs :lol2:and teleport your leader straight to so...
- April 5th, 2008, 9:58 pm
- Forum: Multiplayer Development
- Topic: The High Seas (Naval MP Scenario)
- Replies: 290
- Views: 96237
Re: The High Seas (Naval MP Scenario)
Hey, I just played high seas with A New Land Era, and it was a whole lot more fun than I expected: reshaping terrains, build villages, even remodeling your own ships (yah, I know farming on a ship doesn't make a whole lot of sense, but it is very fun!). The balancing also doesn't seem to be affected...
- April 3rd, 2008, 4:34 pm
- Forum: Multiplayer Development
- Topic: The High Seas (Naval MP Scenario)
- Replies: 290
- Views: 96237
Re: The High Seas (Naval MP Scenario)
A complete replay of a full 200-point battle using the mod, with red winning a sweating victory. Distinct early strategies were adopted by different sides, with varying outcomes. The ability to re-purchase flagship gave life to otherwise dead leaders. Lots of maneuvering, deception, conflict and dra...
- April 1st, 2008, 2:54 pm
- Forum: Multiplayer Development
- Topic: SurvivalXtreme: Version C.01!
- Replies: 561
- Views: 118476
Re: SurvivalXtreme: Version 2.02
If Clonkinator doesn't have any plans for SX we can do few things ;) Why, even if he wants to abandon it we can start a new project, and I'm pretty sure he doesn't. :lol2: I was just seeing Darth Jordius's post and your response: Well I'm not realy a WML expert ;) I can do something with the SX map...
- March 31st, 2008, 6:20 pm
- Forum: Multiplayer Development
- Topic: SurvivalXtreme: Version C.01!
- Replies: 561
- Views: 118476
Re: SurvivalXtreme: Version 2.02
Hey, Just wanted you guys to know that there's a modded macro for SurvivalXtreme available. http://www.wesnoth.org/forum/viewtopic.php?f=15&t=20633 It is mostly backward compatible with the existing one (besides the experience tweaks) so it can be applied onto any survival map (just overwrite th...
- March 27th, 2008, 4:48 am
- Forum: Multiplayer Development
- Topic: SurvivalXtreme Mod: random level-up bonuses.
- Replies: 0
- Views: 1287
SurvivalXtreme Mod: random level-up bonuses.
This is my first try at modifying a multiplayer map, so please be nice. :P Some people I played with expressed interest in letting AMLA do something more interesting in SurvivalXtreme maps. So I made this mod which gives a random bonus for every AMLA. Of course, balancing the bonuses can be tricky, ...