Conquest Minus
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Re: Conquest Minus
this sounds good, but how would i alias all the existing forest terrains?Alarantalara wrote: Define a new terrain type, give it the id "forest_only" or something similar and a terrain string of Yfff (or something else). Then alias all your forest terrains to -,_bas,Ft,+,Yfff.
Then, give units that can only move in forest a movement of 1 in forest_only, and you can leave all the other units alone.
If you're also redefining all the forests as in my last post, the non-hill forests should have a movement alias of Ft,Yfff.
in the end they are core terrains which i cannot change simply or can i simply include them "again" in my addon with the mentioned aliases?
The best bet is your own, good Taste.
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Conquest Minus 3.1.0 + 3.1.1 + 3.1.2
Conquest Minus 3.1.0
Changes that affect the game mechanics:
Conquest Minus 3.1.1
Changes that affect the game mechanics:
*****************************************************************
Conquest Minus 3.1.2
Changes that affect the game mechanics:
Changes that affect the game mechanics:
- A passenger can board a ship that has no movement left (the passenger must still have at least 1 movement left in order to be able to board).
- ZOCs affect also units that have just been teleported. In other words, if there is an enemy unit adjacent to a target hex of a teleporting unit then the unit loses all its moves.
- All Conquest Minus maps can be played without Ageless Era installed. A player who wants to play a map with non-default units (kalifa ...) must have at least one of these two add-ons installed: Conquest Minus (3.0.20.4 or above) or Ageless Era
An intro warns players about this change. - In the very beginning of turn 1, when units didn't spawn so far, players can save the Game Start. This functionality allowed mirror games (two simultaneous games where teams are inversed). This functionality also allowed to complete the system of Pre-made Game Starts. More info here: Pre-made Game Starts
- If the hosting player opens a dialog during a turn of Neutrals then the game is not delayed for other players anymore.
- In all-village mode starting gold of side 1 is increased from 0 to 5% of the average turn income.
- The table with bonuses is visible in shroud (except Desert Empires).
- Celestia: side 7 and 8 weren't playable - it has been repaired
- Lotrando 1.25: very little changes around Kwazz, Lafunte, Broinia, a more serious change at Hestada (Eltanur)
Conquest Minus 3.1.1
Changes that affect the game mechanics:
- all units (including workers) create Zones Of Control (unfortunately the ellipse of workers stays dashed)
- in order not to confuse "Wesnoth healing" and "Conquest full healing", 'Heal' has been renamed to 'Restore/Restoration'
- in order not to confuse "Wesnoth leader" and "Conquest leader ability", 'Leader' has been renamed to 'Hero'
- the level of a unit is equal to its cost
- help for newbies: a click on a leader invokes a text that explains leaders have no effect
*****************************************************************
Conquest Minus 3.1.2
Changes that affect the game mechanics:
- none
- in the game lobby slots don't have to be filled consecutively from the beginning, any slot may be empty; therefore sides may be shuffled
- corrected mistakes in the algorithm that counted the starting gold for the all-villages mode (the effect is rather marginal)
- the starting village distribution on maps with teleports is faster
- Attachments
-
- Conquest-.tar.bz2
- version 3.1.0
- (710.2 KiB) Downloaded 684 times
Last edited by SlowThinker on March 19th, 2013, 2:42 am, edited 6 times in total.
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Re: Conquest Minus
My knowledge about possible ladder systems that can be used with Conquest:
Conquest Minus Ladder (preparatory works)
- classic Wesnoth ladder
the code of this ladder system may be downloaded here: http://sourceforge.net/projects/gamingladder/
ashken, a Wesnoth player, told me that it was very easy to set up the ladder, and he managed it in 2 hours including the setup of hosting.
- ladder8
This ladder seems to be more advanced, but some coding would have been done (see http://forums.wesnoth.org/viewtopic.php ... 69#p527369): it looks the system reads information about players from a savefile, and Conquest savefiles are a bit different than classic ones
Conquest Minus Ladder (preparatory works)
Last edited by SlowThinker on December 21st, 2013, 5:17 pm, edited 4 times in total.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Conquest Minus
I played the latest version of conquest and I think couple of problems. Map was Sundmark (long teleports)
OOS. I think originally it was enough to either has Ageless Era and get Conquest- on this map. Now even with players having ageless, they got lot of OOS. In fact, I kept getting them in last two days when I started playing on Mac. Not sure if the update when I installed on mac was the problem.
No Random spawns: If we leave the minimum distance to 12 which is default and start with 4 players, all the 4 players start at fixed positions. I hosted a lot of games and everytime those 4 players are spawning at the exact location. Increasing to 20 helped but I suspect now they will be spawned at the same location again if I host again.
OOS. I think originally it was enough to either has Ageless Era and get Conquest- on this map. Now even with players having ageless, they got lot of OOS. In fact, I kept getting them in last two days when I started playing on Mac. Not sure if the update when I installed on mac was the problem.
No Random spawns: If we leave the minimum distance to 12 which is default and start with 4 players, all the 4 players start at fixed positions. I hosted a lot of games and everytime those 4 players are spawning at the exact location. Increasing to 20 helped but I suspect now they will be spawned at the same location again if I host again.
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Re: Conquest Minus
Edit:
No Random spawns:
Very likely it is one concerete Wesnoth bug: (I know about it about 2 months, and I wanted to report it along with other bugs to Technical Support but I had no time for it.)
Bug details (please check if this happened to you):
Open your save (you must unpack it if it is packed) and search for
If the value is
(or another very low number) then you got into the bug.
(The seed of RNG is expected to be random, and so some large numbers are expected there)
OOS:
This is the OOS behaviour I know about:
If you play a map with kalifa units, and player ABC has neither Conquest Minus 3.0+ nor Ageless era installed, then in the very beginning ABC gets a lua error about a missing unit type (a long error message, about 15 lines), and all players get OOS warnings until ABC leaves the game.
I remember several times players sweared they had the addon installed, but after they went to reinstal Conquest Minus and returned, OOSes dissapeared.
Still there might be another cause of the OOSes , but it would require testing ...
- I reported the 'No Random spawns' bug here: RNG is not seeded randomly
- We tested OOSes and it appears they are always caused by missing kalifa units. So if they happen in your game then follow in-game instructions please.
No Random spawns:
Very likely it is one concerete Wesnoth bug: (I know about it about 2 months, and I wanted to report it along with other bugs to Technical Support but I had no time for it.)
Bug details (please check if this happened to you):
Open your save (you must unpack it if it is packed) and search for
Code: Select all
random_seed=
Code: Select all
random_seed=1
(The seed of RNG is expected to be random, and so some large numbers are expected there)
OOS:
This is the OOS behaviour I know about:
If you play a map with kalifa units, and player ABC has neither Conquest Minus 3.0+ nor Ageless era installed, then in the very beginning ABC gets a lua error about a missing unit type (a long error message, about 15 lines), and all players get OOS warnings until ABC leaves the game.
I remember several times players sweared they had the addon installed, but after they went to reinstal Conquest Minus and returned, OOSes dissapeared.
Still there might be another cause of the OOSes , but it would require testing ...
Last edited by SlowThinker on November 5th, 2012, 5:49 pm, edited 1 time in total.
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Conquest Minus 3.1.3
Conquest Minus 3.1.3
Changes that affect the game mechanics:
Changes that affect the game mechanics:
- none
- the Wesnoth bug that prevented random game starts on some systems (see RNG is not seeded randomly) has been patched probably (please report whether your problems are gone away): Wesnoth's random number generator has been replaced by RNG of Lua (and so random_seed= should have an effect to nothing).
- some marginal changes of floating texts. (in next version it is possible the floating text "recruiting ..." won't be shown to the player who's turn is processed. But first I need some feedback)
Last edited by SlowThinker on November 26th, 2013, 5:17 pm, edited 2 times in total.
Re: Conquest Minus
Is this game still popular or has it gone inactive?
Thinking of coming back
Thinking of coming back
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Re: Conquest Minus
If you mean the standard (all-villages) mode, then it seems to be dead. (and you can try to resuscitate it )
The capitol mode lives.
The capitol mode lives.
Re: Conquest Minus
It's starting to get annoying, because the only players that play it are really good and usually own the newer players right away. And the newer players either quit, or quit after getting owned.
Perhaps if you are able to find the old version, fix it up a bit and release it the game would get it's second breath. But otherwise it's dead.
Perhaps if you are able to find the old version, fix it up a bit and release it the game would get it's second breath. But otherwise it's dead.
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Re: Conquest Minus
Conquest dead? How did you come to it? Last summer there were days with no Conquest game on the Wesnoth server, but now there is many games everyday.
How could the old version popularize Conquest?
A newbie should play vs other newbies, or he should play team games and get advices from experienced players in his team.
edit:
(Conquest 1.0 is here: www.wesnoth.org/addons/1.6/)
Nauzhror, here I explain how to create a simple map:
1) first read Conquestopedia, How to install an additional Conquest map
2) I attached a file: originally it was wesnoth.cfg but i renamed it to newmap.cfg and edited. It may serve as a template for your new scenario:
the lines betweenshow which parts may be edited
you need to edit the file names and the scenario name; so edit these parts:
then you can change the "recruit type" for any village type (and so override the default settings that are in Conquest Minus core)
here you say that a village with a code "Uu^Vu" (this code is used in the map editor and in maps/*.map files) will recruit dwarves:you can add more village types
then you can change the units that are determined by "recruit type" (and so override the default settings that are in Conquest Minus core)
Here you say that "dwarves" are Peasant, Spearman and Elvish_Scout:you can add more recruit types
But you must delete the lines with "ifdef" and "endif" - these two lines disable anything that is between.
then read the code like
it is self-explaining.
You cannot disable boats within the scenario file. If you want to do it, tell me once your scenario is completed, I will disable boats myself.
3) map files (like wesnoth.map, newmap.map) may be edited in Wesnoth map editor
How could the old version popularize Conquest?
A newbie should play vs other newbies, or he should play team games and get advices from experienced players in his team.
edit:
(Conquest 1.0 is here: www.wesnoth.org/addons/1.6/)
Nauzhror, here I explain how to create a simple map:
1) first read Conquestopedia, How to install an additional Conquest map
2) I attached a file: originally it was wesnoth.cfg but i renamed it to newmap.cfg and edited. It may serve as a template for your new scenario:
the lines between
Code: Select all
## ============= input area - edit if needed =========
...
## ----------- end of input area -----------
you need to edit the file names and the scenario name; so edit these parts:
Code: Select all
#define MAP_DATA
...
#define MAP_NAME
...
description= ...
OBJECTIVES_NOTE_MAP_BY ...
here you say that a village with a code "Uu^Vu" (this code is used in the map editor and in maps/*.map files) will recruit dwarves:
Code: Select all
[village]
terr_string=Uu^Vu
rectypes=dwarves
[/village]
then you can change the units that are determined by "recruit type" (and so override the default settings that are in Conquest Minus core)
Here you say that "dwarves" are Peasant, Spearman and Elvish_Scout:
Code: Select all
[rectype]
name=dwarves
image="portraits/humans/transparent/knight.png"
units=Peasant,Spearman,Elvish_Scout
[/rectype]
But you must delete the lines with "ifdef" and "endif" - these two lines disable anything that is between.
Code: Select all
#ifdef XXX
...
...
#endif
Code: Select all
[region]
name=Elensefar
bonus=9
village_list=Elensefar,7,16,Halstead,8,20,Carcyn,14,19,Sishan,4,19,Galreth,3,15,Marik,6,11,Lingal,9,14
[/region]
You cannot disable boats within the scenario file. If you want to do it, tell me once your scenario is completed, I will disable boats myself.
3) map files (like wesnoth.map, newmap.map) may be edited in Wesnoth map editor
- Attachments
-
- newmap.cfg
- (13.89 KiB) Downloaded 620 times
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Teleports - possible changes
Teleports - possible changes
This post has been edited several times. Last minor edit on March 06, 2012 2:38 pm, last serious edit on March 05, 2012 11:30 pm
The current system of teleports in Conquest Minus works this way:
(a note: It looks in Wesnoth 1.11. a vision through teleports might be implemented for all three options)
Do you prefer A) or B) or C) ...? Or shall teleports stay unchanged?
Now I tend to think B) is best:
(to do: explain 3-way teleports)
click an image to enlarge it:
This post has been edited several times. Last minor edit on March 06, 2012 2:38 pm, last serious edit on March 05, 2012 11:30 pm
The current system of teleports in Conquest Minus works this way:
A unit that enters a source teleport hex is teleported to the target hex, and this costs 0 movepoint.
If the target hex is occupied then adjacent hexes are used. This feature causes teleports cannot be blocked easily, but it is somewhat tricky and so I dislike it.
The tunnel system of Wesnoth 1.11 works this way:
If the target hex is occupied then adjacent hexes are used. This feature causes teleports cannot be blocked easily, but it is somewhat tricky and so I dislike it.
The source and target hex are treated like adjacent hexes in terms of movement, so the teleporting costs movepoints according to the movecost of the target hex.
Unfortunately source-target are not adjacent in terms of combat and vision, and it makes tunnels somewhat unusable, especially because tunnels may be easily blocked (by one enemy unit that stands on the target hex). This behaviour won't be changed soon: this feature request has been postponed.
Here are three ideas how to implement a new teleport system for Conquest Minus:Unfortunately source-target are not adjacent in terms of combat and vision, and it makes tunnels somewhat unusable, especially because tunnels may be easily blocked (by one enemy unit that stands on the target hex). This behaviour won't be changed soon: this feature request has been postponed.
option A
option B
option C
Do you prefer A) or B) or C) ...? Or shall teleports stay unchanged?
Now I tend to think B) is best:
option B) in details
click an image to enlarge it:
Re: Conquest Minus
Hello, folks.
I have been working on a more balanced Parsaganta the last couple of days. Here is the finished version.
Feel free to comment and post balance issues.
My main goal was to add teleports which are not overpowered (I do consider flyers next to teleports overpowered, at least on this map) and solve issues of weak spawns.
This is not supposed to be a final version. I also did not want to make the map bigger for now. However, that is a possible future goal.
Ideally, almost all edge regions should have teleports to the other side of the map. That is not possible with this map size.
For now, I hope this map is fairly balanced and fun to play
Greetings, Blop
I have been working on a more balanced Parsaganta the last couple of days. Here is the finished version.
Feel free to comment and post balance issues.
My main goal was to add teleports which are not overpowered (I do consider flyers next to teleports overpowered, at least on this map) and solve issues of weak spawns.
This is not supposed to be a final version. I also did not want to make the map bigger for now. However, that is a possible future goal.
Ideally, almost all edge regions should have teleports to the other side of the map. That is not possible with this map size.
For now, I hope this map is fairly balanced and fun to play
Greetings, Blop
Last edited by Blop on May 17th, 2013, 3:04 pm, edited 13 times in total.
Re: Conquest Minus
How to install the map in Windows:
Search for the Wesnoth1.10/data/add-ons/Conquest- folder in "My Documents". The zip file contains 2 files: one .map and one .cfg
The .map has to be copied into the "maps" folder, the .cfg into the "scenarios" folder.
I'm not exactly sure how this works for Linux versions, but there the folders should be easier to find.
For more information read here: http://forums.wesnoth.org/viewtopic.php ... 98#p479398
Search for the Wesnoth1.10/data/add-ons/Conquest- folder in "My Documents". The zip file contains 2 files: one .map and one .cfg
The .map has to be copied into the "maps" folder, the .cfg into the "scenarios" folder.
I'm not exactly sure how this works for Linux versions, but there the folders should be easier to find.
For more information read here: http://forums.wesnoth.org/viewtopic.php ... 98#p479398
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Conquest Minus 3.1.4
Conquest Minus 3.1.4
Changes that affect the game mechanics:
Changes that affect the game mechanics:
- ZOCs of a teleported unit is counted from the destination hex, even if the hex is occupied and the teleported unit appears elsewhere.
- starting gold for the all-village mode has been adjusted. (In previous versions a rounding could cause a disavantage of last players in the list)
- some little changes of texts
- New Age Pasarganta: the original Pasarganta has been reworked and 4 teleports have been added. (The changes were done by Lich_Lord and mostly by Blop.)
- Test your strength! (beta). A special single player scenario, similar to the capitol mode. The goal is to conquer whole map as fast as possible. (created by SlowThinker)
- Scenarios (can) use the code of the Conquest Minus core. Now any scenario can control the core code quite easily: parts of the core may be removed, added or rewritten.
This feature was used in 'Test your strength!' - the scenario format version 2.5 was introduced. It is not compatible with previous formats, and so scenarios cannot be interchanged between Conquest- 3.1.3 and 3.1.4. (the difference between ver. 2.1 and ver. 2.5 is small though - the only difference is all [side] tags are moved to the scenario file)
Also the compatibility with the original Conquest file format is somewhat lost, and in future it will be lost completely and files will be much simpler. But so far 2.5 is still a chaos.
Last edited by SlowThinker on April 21st, 2013, 9:07 pm, edited 2 times in total.
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New Age Pasarganta
Some notes related to 'New Age Pasarganta'
(Blop suggested that his new map should be commented in public and became a common community project, so here are my 2 cents )
360-degree expansion
Me and neila agree in this point:
The changes done by Blop have this common point: players can expand in more directions than before. Now almost any village has whole 360 degrees for an effective expansion.
It has this effect: now there are always good ways how to spend all player's gold effectively.
In the original Pasarganta map some regions (unfortunately only some - e.g. Fargundy, Gagarlon, Vickmark ...) had limited directions for expansion. It caused that sometimes a player had to plan more carefully and several turn in advance, otherwise he could end rich but with no villages where he could spend his gold effectively. So players had to consider between the immediate profit and expansion.
(Also it caused that sometimes a player who started well and was 10%-20% ahead could still lose. It is not good if the game is over when a side gets in a 10% lead)
Summary; the '360 degree expansion' could remove one dimension of player's thinking (which existed in some situations anyway)
many contact points between regions
It helps the side that has the 10% lead, so it is not welcome
(Blop suggested that his new map should be commented in public and became a common community project, so here are my 2 cents )
360-degree expansion
Me and neila agree in this point:
The changes done by Blop have this common point: players can expand in more directions than before. Now almost any village has whole 360 degrees for an effective expansion.
It has this effect: now there are always good ways how to spend all player's gold effectively.
In the original Pasarganta map some regions (unfortunately only some - e.g. Fargundy, Gagarlon, Vickmark ...) had limited directions for expansion. It caused that sometimes a player had to plan more carefully and several turn in advance, otherwise he could end rich but with no villages where he could spend his gold effectively. So players had to consider between the immediate profit and expansion.
(Also it caused that sometimes a player who started well and was 10%-20% ahead could still lose. It is not good if the game is over when a side gets in a 10% lead)
Summary; the '360 degree expansion' could remove one dimension of player's thinking (which existed in some situations anyway)
many contact points between regions
It helps the side that has the 10% lead, so it is not welcome