Search found 55 matches

by watbesh
February 22nd, 2015, 7:07 am
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 8044

Re: Wat's Mods 1.2.0: Core Units and Unique Gameplay!

1.2.0 is up! I made an experimental balance change to Patchwork Era. This is very beta-ish, but if you want pre-1.2.0 gameplay, disable the "Counter-Recruit" option and it should be fine. This allows you (and your opponents) to add one type of unit to the Recruit List AFTER seeing players' Recruit L...
by watbesh
February 6th, 2015, 5:46 pm
Forum: Multiplayer Development
Topic: Please rate the 15 default era matchups
Replies: 14
Views: 3795

Re: Please rate the 15 default era matchups

I'm not sure about some of aspects; Strategy, Maps, and Entertainment (mostly because they usually depend on Diversity and Pace). How to Play Series can be useful even when it's outdated (honestly, I want this sort of guides up-to-date). I point out bad things I see from How-to, a Guide in my MP com...
by watbesh
January 19th, 2015, 8:08 am
Forum: Ideas
Topic: garder les unite des compagne gagné
Replies: 12
Views: 3380

Re: garder les unite des compagne gagné

This idea reminds me of a certain pair of Fire Emblem titles, where you could transfer the older title's saved data to get minor boosts (and possibly a small story change). It could be done in BfW like this: If the older campaign's save has a unit strong enough (e.g. capped level, at least one AMLA ...
by watbesh
January 15th, 2015, 6:33 am
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 8044

Re: Wat's Mods 1.1.2: Core Units and Unusual Gameplay!

@tamanegi: Thanks for the report! I'll look into them and fix them soon-ish. Also, I'm very happy to see someone trying my eras/mods. Now I have an alternative idea for Random Recruit's balancing. This might ruin a small part of its fun, but it should be much easier to code and run (and doesn't invo...
by watbesh
December 26th, 2014, 8:35 pm
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 8044

Re: Wat's Mods 1.1.0: Core Units and Unusual Gameplay!

Version 1.1.0 is up! :D I added one modification, 'Time's up Mod', which does something similar to 'Turn Over Advantage' in the default eras (if you don't know, try an MP game with an extremely short Turn Limit). While I couldn't test another fix (Handicap Mod's P2 income) due to a bug (likely not o...
by watbesh
December 11th, 2014, 11:34 am
Forum: Faction & Era Development
Topic: Why are the Khalifatis their own race?
Replies: 16
Views: 4651

Re: Why are the Khalifatis their own race?

I thought it was because of another issue. Story-wise, - They say humans hadn't lived on the Great Continent until Haldric and his people came. I can assume the only things to be called 'humans' on that Continent are Haldric's humans. - Khalifates and Haldric's humans have very different cultures (a...
by watbesh
December 6th, 2014, 12:29 pm
Forum: Faction & Era Development
Topic: Wat's Mods 1.3.1: Core Units and Unique Gameplay!
Replies: 24
Views: 8044

Wat's Mods 1.3.1: Core Units and Unique Gameplay!

edit (May 2018): After having left Wesnoth for years, I tried to review my codes - but it’s too difficult for myself at this time to read. With real life getting busier, it looks like I have to abandon this project. I made some modifications and eras for MP games for the BfW 1.12 branch. Current ve...
by watbesh
December 5th, 2014, 1:47 pm
Forum: WML Workshop
Topic: Question: Detecting AI on Network Multiplayer
Replies: 5
Views: 1249

Re: Question: Detecting AI on Network Multiplayer

After a bunch of trial-and-error, I made a code that works locally . This is probably redundant, and possibly lacks something important, but I leave this here to help creators (if any) who want an MP-safe AI Detector... or to ask for further advice. #define CONTROL_ACTION HUMAN_ACTION_WML AI_ACTION_...
by watbesh
November 29th, 2014, 2:15 pm
Forum: WML Workshop
Topic: Question: Detecting AI on Network Multiplayer
Replies: 5
Views: 1249

Re: Question: Detecting AI on Network Multiplayer

Thanks! :D
But I haven't seen that format in my WML... I guess it's a Lua code.

I'll learn some about that sort of coding. Possibly I can learn something more than an AI-detector.
by watbesh
November 28th, 2014, 3:40 pm
Forum: WML Workshop
Topic: Question: Detecting AI on Network Multiplayer
Replies: 5
Views: 1249

Question: Detecting AI on Network Multiplayer

Hello. I'm working on multiplayer modifications for 1.12, and I need to code an "AI detector" into the mod's code so I can use it for vs-AI games and survivals. The mods have to know whether the current side is controlled by an AI or a human player, to trigger events, for example, on recruiting a un...
by watbesh
November 27th, 2014, 1:03 pm
Forum: Technical Support
Topic: Hotkey Trouble on Wesnoth 1.12.0
Replies: 0
Views: 471

Hotkey Trouble on Wesnoth 1.12.0

Hello. I have a trouble in setting up Hotkeys. It automatically restores default setting whenever I close wesnoth.exe. Operating System: Windows 7 Version of Wesnoth: 1.12.0, Japanese How to Reproduce: Open wesnoth.exe. After loading is done, click Preferences -> General -> Hotkeys. Clear some Hotke...
by watbesh
December 25th, 2012, 4:24 am
Forum: Ideas
Topic: [engine] alternative tag for [defense]
Replies: 1
Views: 561

Re: alternative tag for [defense]

That would make my faction still get the 70% defense bonus at flat frozen terrain, but only 30% at forests, even if they're also frozen type. UnitsWML says, If the defense value is negative, then the unit will be hit as though the value were positive with one difference: the number is also the best...
by watbesh
December 5th, 2012, 4:46 am
Forum: Users’ Forum
Topic: Do you save and reload? If so, why?
Replies: 75
Views: 17459

Re: Do you save and reload? If so, why?

I do save-loading almost every time when my leveled unit or loyal dies. I load games almost always by "Back to turn 1". Or to the very starting of a scenario (before the wesnoth map and the dialogues) when RNG does something before turn 1 (like the scenario Isle of the Damned in HttT; where Moremirm...
by watbesh
November 6th, 2012, 4:23 pm
Forum: Strategies & Tips
Topic: Do you need help in multiplayer 1v1?
Replies: 19
Views: 3866

Re: Do you need help in multiplayer 1v1?

The OP states that this thread is meant for analyzing replays , not for giving general information. You can do that in other threads, please do not misuse this one. I am sorry. I should have read Huumy's first post carefully. And now I do not have replays or analyzing skills for this thread. Sorry ...
by watbesh
November 6th, 2012, 5:29 am
Forum: Strategies & Tips
Topic: Do you need help in multiplayer 1v1?
Replies: 19
Views: 3866

Re: Do you need help in multiplayer 1v1?

I read a website(wiki) which gives hints in MP strategies. These may help AxalaraFlame. The site says; Query1: How do we counter orc attack by elves, if they have taken away one village and keep take advantages of keeping a line and rotate the orc grunts, and our economy situation does not apply for...