Green Island

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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IB
Posts: 330
Joined: September 28th, 2006, 11:38 am

Re: Green Island

Post by IB »

Seeing you have everything in 1 cfg file, maybe it'd work if you put the ability define in there. Really this is a WML Workshop question not a Multiplayer Development one.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

I add this. But this is work only for me.

Other players see ERROR when map loading. Becouse, they not have my "unit.cfg"


How to write this code into "scenario.cfg" without "unit.cfg" or other files ?
IB
Posts: 330
Joined: September 28th, 2006, 11:38 am

Re: Green Island

Post by IB »

Put it in one cfg file, or zip them together?
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

If I wanna to add 10 expirence to my unit, how to write this?
User avatar
Jequ
Posts: 196
Joined: February 18th, 2008, 1:28 pm

Re: Green Island

Post by Jequ »

This piece of code drops the needed exp by 10 which does almost the same thing.

Code: Select all

[object]
      [effect]
            apply_to=max_experience
             increase=-10
       [/effect]
[/object]
http://www.wesnoth.org/wiki/EffectWML
http://www.wesnoth.org/wiki/SingleUnitWML
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

I'm not wanna to descrease max EXP :)

I'm wanna to inscrease current EXP. How to write this?

In the addon: New Land. All units, who stay in the university gained +1 current exp each turn. How to write this?
Velensk
Multiplayer Contributor
Posts: 4002
Joined: January 24th, 2007, 12:56 am

Re: Green Island

Post by Velensk »

Why don't you look into the ANL code and find out.

btw, unless I'm mistaken you didn't gain an xp, you gained a reasearch point, though it's been awhile since I've played.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: Green Island

Post by Mabuse »

so what about storing the unit in a variable, increase its XP and unstore it.
so lets say the unit is stored in "myunit" then add 10 to "myunit.experience"
i would try that. :wink:
The best bet is your own, good Taste.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

I can to remove poison with command store_unit?

If can, how to write this? :?
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Peoples (developers) create a game The Battle for Wesnoth :D , and they not known how to write immune to poison in their created game )))))) Without undead, without unit.cfg.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Map modified.

Changes:

1. Now, all players have scouts (scout - not unit, they are virtual and send messages to players). And this scouts report for native attacks for 1 turn before attack. They report power of attack too. And now, all players can to prepeare defense, before all 5 native attacks.

2. Number of natives attacks descreased.

power of attacks go up:
On turn 5 - first, weakly attack.
On turn 11 - second attack with small upgrades.
On turn 18 - third, powerful attack and red units have good upgrades.
On turn 26 - bloodest attack with more upgraded red units.
power of attacks go down:
On turn 31 - last attack with descreased upgrades.

On turn 41 - Undead army come :) and kill all life on the Green Island :P . If any side not win before this turn. Very big problems come with undeads :). Chance to kill them and survive - 3%.

3. Now, 1 Hero come with all native attacks. (Peasant, Sergeant, Lieutenant, Red Mage, Cavalryman). They are very very strong. And can kill player with his all army :)

4. On turn 10, 15, 20, 25 friends of Bandits King: powerful Outlaw-Heroes come on Green Island and attack all.

5. If any unit kill Hero, 95% chance: all players recive 10 gold for his death.

6. All players now can to read books and old manuscripts in their library. They recive +10 exp for each book, but lose 10 gold too :). This is good for level up lvl 2 units, when they got 70-90% needed exp to level up in the battles.

7. I script new item in the library: siege enemy Keeps. Any unit can to damage enemy Keep (enemy income descrease after that). If unit siege second time damaged Keep - keep destroyed (enemy income descrease, and enemy King not can to recruit in his Keep). Only Kings can to repair their sieged Keeps.

But I got 1 bug in this code :lol2: . Very small and interesting bug )) And I disable Keep Siege for some days.
Last edited by myav on September 12th, 2008, 11:51 am, edited 2 times in total.
lightdragon
Posts: 8
Joined: September 11th, 2008, 6:52 am

Re: Green Island

Post by lightdragon »

I love this map :D Can u put it on the add onn list please?
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Very nice replay added

Team 1:

oloneyee - Humans - ArchMage
myav - Undeads - Lich

Team 2:

HomemSerio - Humans - ArchMage
Jirka - Dragons - Drake FlameHeart

Team 3:

bandits King - and all his rogues, bandits and thiefs

Team 4:

native Leader - and all population of the Green Island

Story:

On turn 5 bandits King send his mans to kill HomemSerio . -1 player

On turn 5, native Hero-Peasant go to my ally, levelup and kill more. I go to protect my ally. But he not wanna to live, and on turn 10 I lose my ally ))

2 teams lose 2 players. But myav and Jirka continue the battle

Natives do powerful attacks all time. Some times banditos Leaders come and kill more. But any side not lose.

On turn 15 both players go to colonize territory of our allies . but this was not easy ( ;

On turn 17 I steal both chests in the center of the map, and a lot of guests come to me .

And kill each others :lol2: with no attacks on me. Bandits vs natives, this is was nice battle.

On turn 24, after powered Siege with native warriors bandits King die :o . And I capture his castle :-P. This is not good for jirka, becouse I send bandits to kill him .

On turn 25 Jirkas Siege was begined :lol2: .

On turn 26 bloodest conquest with native army was begined. They attack me, and I lose all. But not king. My Lich go in banditos castle, upgrade there himself and kill a lot of red soliders :wink:

On turn 26, new bandits king - myav send his blue army to kill Jirka again ))

On turns 27-29 was more than 30 attacks on my king, but he kill all enemies alone :lol2:

On turn 28, third my blue army come to Jirka and he die ))

Only 2 kings left.

On turn 29, night coming, and I go to kill red..

On turn 31 Ruffian kill native King )) And myav capture all Green Island

myav win

Very nice replay with all last map changes.
Attachments
bloodest_1_vs_1_on_green_island.gz
(73.02 KiB) Downloaded 355 times
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Map upgraded.

Changes:

1. Old race enabled. 7 units from 10 srcipted. Now, all players can to go in contact with old race (gifts, ask for help).

2. Power of undead army greatly inscreased and 2 heroes added :). Becouse yersterday, players kill this army with no problems ))

3. When new blue Hero come, Ruffians from all blue villages come into the battle too.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Map scenario updated to wesnoth version 1.6.2.

How give to single unit anti-poison without "undead" ? Who known how, write there this code please...
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