SurvivalXtreme: Version C.01!
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I have refactored the money transfer code to reduce code size and improve readability. There are no functional changes.
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Dang, I already updated it to Version 1.15 before seeing this. I'll try to take over your changes though, thanks.meriton wrote:I have refactored the money transfer code to reduce code size and improve readability. There are no functional changes.
Besides that, Version 1.15 has been released. This release contains a bugfix for SXBattle (I removed two useless [leader_goal]-tags because they seemed to crash Wesnoth. Heck, they had coodinates not on the map) and lots of improvements. I also started redoing the older maps so they have more different terrain and look fancier (thanks to Riklaunim who made me do so and for some ideas what could be changed). Check it out on the campaign server.
@Riklaunim: Thanks for your effort on making those maps. However, I didn't want to use exactly the ones you made, sorry (this doesn't refer to your SXAdventure-map yet, I'll have a look at it first). Feel free to use the maps you made to make fancy subversions of those scenarios, though
EDIT: What the... Hey, I can't download your file, meriton. What's up with that link? It just links me to a completely blank page and does nothing else.
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Alright, now I have finally been able to download your file. I'll have a look at it as soon as I've got time.
Other than that, Version 1.16 has been released. I renewed even a few more maps now, adjusted creep and weapon strength again, added a new weapon and a new feature: Everytime a player dies, the creep leaders do now get a gold and a strength bonus. As an example: Five players play and four players die. All the creep leaders get 500g (was it 125g per death? I believe it was), and their creeps are as strong as if it was your current turn of play +16! That means, ouch.
Other than that, Version 1.16 has been released. I renewed even a few more maps now, adjusted creep and weapon strength again, added a new weapon and a new feature: Everytime a player dies, the creep leaders do now get a gold and a strength bonus. As an example: Five players play and four players die. All the creep leaders get 500g (was it 125g per death? I believe it was), and their creeps are as strong as if it was your current turn of play +16! That means, ouch.
Here is two of my replays.
- Era of Myths - no super units + AI spawns like hell so we were stuck at the first leader for long time
- 25Gold: nice defence and later attack
- Era of Myths - no super units + AI spawns like hell so we were stuck at the first leader for long time
- 25Gold: nice defence and later attack
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- SurvivalXtremeAdventure_replayMyth.zip
- Adventure with Era of Myths
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- 000025.zip
- Advanced with Extended Era and 25 starting gold
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As for 1.16 the start of Adventure map is IMHO bad - water and hills - it's very slow for most units. It would be better if the pass was "faster" and the bridge to the first AI leader longer (put it by the walls)
As for gameplay some Augurs are good against holy rage berserkers like that one on screenshot (a mega OOS)
As for gameplay some Augurs are good against holy rage berserkers like that one on screenshot (a mega OOS)
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That can well be. I currently am not really happy with various things in SX, and some issues with the maps are on the top of my list. I think I'll just replace the water with river fords again. However, the bridge seemed fine to me so far. Let's see if I can do something about it.Riklaunim wrote:As for 1.16 the start of Adventure map is IMHO bad - water and hills - it's very slow for most units. It would be better if the pass was "faster" and the bridge to the first AI leader longer (put it by the walls)
Riklaunim wrote:As for gameplay some Augurs are good against holy rage berserkers like that one on screenshot (a mega OOS)
By the way, I uploaded version 1.17 to the add-on server. The additional creep leader system has completely been revamped, that means ALL leaders are replaced on ALL maps (except SXBattle) with exactly the same stats as the initial leader. As an exchange for this increase in difficulty, however, players do now gain some sort of "income" for as long as at least one leader is gone. Killing a creep also restores 4 MP instead of 3 now. Creeps do now gain special, weak weapons with their second strength boost, and any extra resistances bought are now shown at the armory screen. Check it out.
NOTE: I already noticed that I forgot to update the 4MP-thing in SXBattle, and I'll fix it in the next version.
To be more annoying I've made a small survival map (with configs) - SurvivalXtremeRumble - a lot of bosses with gold, rings etc.
Didn't played it fully (to late) so some ballancing may be needed here and there but it seems to be playable. You may edit/hack/fix/add it to the rest
Note: v2 uploaded some fixes and changes made after a nice game.
Didn't played it fully (to late) so some ballancing may be needed here and there but it seems to be playable. You may edit/hack/fix/add it to the rest
Note: v2 uploaded some fixes and changes made after a nice game.
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- SurvivalXtremeRumble.cfg
- The thing v3
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I had 5-6 normal games with it and AI stats are:
- mermaid: about 6 kills
- cuttle fish: ~3 Kills
- spider: 1 kill
- saurians by the final boss: 1 kill
the game is hard unless most units has magic attacks (then all SX is easy). What can be changed:
- more HP and damage on finall leaders (entangler and sylph)
- more HP on some bosses (like the 50-40 dragonguard sitting on 1K gold )
- starting gold: 400?
- mermaid: about 6 kills
- cuttle fish: ~3 Kills
- spider: 1 kill
- saurians by the final boss: 1 kill
the game is hard unless most units has magic attacks (then all SX is easy). What can be changed:
- more HP and damage on finall leaders (entangler and sylph)
- more HP on some bosses (like the 50-40 dragonguard sitting on 1K gold )
- starting gold: 400?
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- Posts: 676
- Joined: July 20th, 2006, 4:45 pm
- Location: Germany
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- Posts: 676
- Joined: July 20th, 2006, 4:45 pm
- Location: Germany