Kingdom Builder Mod

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PapaSmurfReloaded
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Kingdom Builder Mod

Post by PapaSmurfReloaded »

Today I created a mod that allows units to modify terrain and creates castles and villages, in sort of Age of Empirish fashion (doesn't use resources, however). The add-on also includes a 4p map called the Rise of Kingdoms (as sound as it cools its just a map devoid of villages and castles).

Feedback will be appreciated.
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Kingdom Builder Mod
Kingdom Builder Mod
Last edited by PapaSmurfReloaded on January 26th, 2019, 8:50 pm, edited 1 time in total.
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Heindal
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Re: Kingdom Builder Mod

Post by Heindal »

Sounds cool, can you found villages or build buildings such as taverns or temples? I had something like that in mind for my own add-on.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Heindal wrote: January 26th, 2019, 9:57 am Sounds cool, can you found villages or build buildings such as taverns or temples? I had something like that in mind for my own add-on.
You can build keep+castles which act as a "Town Center"(age of empires), and then villages.
You may as well build roads, fords, farms and windmills(the latter two are merely aesthethic, no real function).
Building does not require materials, it just consumes the builder moves and attacks left, also there are a few rules that dictate how where you can build.

To win the game naturally you'll try to found as many villages to have a higher income, and fight your enemies. Game usually begin with a construction phase, followed by a conquer and fight phase which is regular wesnoth.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

New version with a few improvements.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

New version with a few changes, the most important being that being able to promote units to leaders is now an option.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Added an option to destroy buildings and is usable in combat.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Minor patch.
The possilbilty to actually get more income from farms and windmills exists, but I haven't added them into the game atm because players end up getting too much income.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Update.
Promotion now costs 25g, it is on by default as well.
Build Your Kingdom Scenario now has a 60% Exp Mod instead of 80%.
Farms and Windmills have been removed since they only served a cosmetic purpose.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

New version out, Manual is now an unsynced menu.
Players have an option to delete villages and castles from maps.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

New version with minor changes.
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Made the manual synced again, it was too unsafe.
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Gwledig
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Re: Kingdom Builder Mod

Post by Gwledig »

Just saying hi as thus is similar to my Wescraft mod which ive managed to get updated for 1.14 after quite a few years offline.. See the general announcement I added to the MP dev forum will bookmark and check out all your mods which look great, inc the rpg ones.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Gwledig wrote: July 19th, 2019, 6:28 am Just saying hi as thus is similar to my Wescraft mod which ive managed to get updated for 1.14 after quite a few years offline.. See the general announcement I added to the MP dev forum will bookmark and check out all your mods which look great, inc the rpg ones.
Thank you. :)
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