Orocia Random Mod
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Re: Orocia Random Mod
http://replays.wesnoth.org/1.10/2013081 ... (14096).gz
We had some really weird error at the start of the game and then the 2nd wave didn't appear. The the error occured again as only part of the next wave appeared. At that point we gave up. This was version 4.2a by Laela. Hopefully that's the official version.
We had some really weird error at the start of the game and then the 2nd wave didn't appear. The the error occured again as only part of the next wave appeared. At that point we gave up. This was version 4.2a by Laela. Hopefully that's the official version.
Re: Orocia Random Mod
Found where I had wrong max value for random, there was 1/54 chance that missing unit was chosen. Should be fixed now. Changed version number to 4.2b
Re: Orocia Random Mod
I'm in a game right now, where CD is on but only the enhancement hexes are destoyed the actual castle hexes remain undamanged. We're using the fall map. Version 4.2b by Laela.
Oh and the enhancement hexes when destroyed still seem to enhance.
http://replays.wesnoth.org/1.10/2013081 ... (14086).gz
Oh and the enhancement hexes when destroyed still seem to enhance.
http://replays.wesnoth.org/1.10/2013081 ... (14086).gz
Re: Orocia Random Mod
Not sure what to do with fall map, some people seem to like it so i keep it but it breaks some parts of game, castle destruction happens only on hexes that have specified terrain and there castle has different ones. Going to look if I can add those terrain types without breaking anything.
Upgrade is supposed to happen even then.
Uploaded new version, however due to castle hex terrain types some will become water after 1. time, those that are already ruined.
Upgrade is supposed to happen even then.
Uploaded new version, however due to castle hex terrain types some will become water after 1. time, those that are already ruined.
Re: Orocia Random Mod
Count me as one of those who really likes the fall map.Ravana wrote:Not sure what to do with fall map, some people seem to like it so i keep it but it breaks some parts of game, castle destruction happens only on hexes that have specified terrain and there castle has different ones. Going to look if I can add those terrain types without breaking anything.
Ah the ancient version of orocia use to not provide an upgrade after the first sacking. That's why I was confused.Upgrade is supposed to happen even then.
Given that those hexes are already flooded, seems like they should turn to water on the first sacking.Uploaded new version, however due to castle hex terrain types some will become water after 1. time, those that are already ruined.
Thanks for the new version! I'll download it asap.
Re: Orocia Random Mod
hi guys! Where can I find the original orocia map? I don't see it in the list of add-ons. Only orocia random mode.
TY in advance
TY in advance
Last edited by Kalenz on January 7th, 2017, 2:37 am, edited 1 time in total.
Re: Orocia Random Mod
I am not sure, but I think I started from version of http://files.wesnoth.org/addons/1.8/Oro ... MP.tar.bz2
Re: Orocia Random Mod
wow, that's pretty quick! Thanks a lot. Gonna check it soon, but from what I see it's already the orocia random mode map, just (one of) the first version(s) of it?
Re: Orocia Random Mod
It most like is it. I'll reinstall my wesnoth and tell you for sure. As for now, thank you for your help and quick responses!
edit: that's it! Thank you so much
edit: that's it! Thank you so much
Re: Orocia Random Mod
Instead of being a single scenario sharing several maps (default, two suns, frozen, fall), could it be more practical as several scenarios sharing a single big macro? Doing this way, the chosen map would be correctly shown in the MP lobby. Moreover, the advantage could be that we could manage also Dov's Deep Shrine scenario (Orocia underground).
If there is interest, in case Ravana had no time, I could try to patch this update myself and attach it here to this topic.
If there is interest, in case Ravana had no time, I could try to patch this update myself and attach it here to this topic.
Re: Orocia Random Mod
I dont have much focus on wesnoth currently.
If you have interest, you can submit pull request for https://github.com/ProditorMagnus/OrociaRandomMod.
Having maps more organised would also allow to finally make use of the swamp orocia map.
If you have interest, you can submit pull request for https://github.com/ProditorMagnus/OrociaRandomMod.
Having maps more organised would also allow to finally make use of the swamp orocia map.
Re: Orocia Random Mod
Ok, thank you.Ravana wrote:I dont have much focus on wesnoth currently.
If you have interest, you can submit pull request for https://github.com/ProditorMagnus/OrociaRandomMod.
Where is it?Ravana wrote: Having maps more organised would also allow to finally make use of the swamp orocia map.
Re: Orocia Random Mod
I have these maps from somewhere.
- Attachments
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- Total_Orocia_4p.map
- Got this one too
- (3.75 KiB) Downloaded 565 times
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- Swamp_Orocia.map
- This one
- (5.52 KiB) Downloaded 631 times
Re: Orocia Random Mod
Well, there are difficulties macroing the scenarios in 1.12 because options use unique ids, but in 1.13.7 seems to be possible and as far as I tested Orocia works, despite we are still far from being able to play Orocia on 1.13 as we do (Ageless Era was missing until a few minutes ago, Switch Leader is missing etc.). Therefore I attach my experiment in 1.13 here.
It contains five Orocia scenarios based on the maps available to me (default, fall, two suns, frozen and swamp) each with a complete game mechanics. Due to the macro it has become far more easier inventing a new Orocia with its own gameplay (see utils/mapchanges.cfg). However I did not included the Total Orocia because many things check on the number of sides or on the sides directly and that needs special attention so that it is not buggy and I did not included Deep Shrine because it has its own system of upgrades and waves that requires time to be added to the current one (I think deep-shrine alike upgrades and deep-shrine alike traditional waves could be better suited to become options for all maps, though, rather than a particular gameplay of a single map).
It contains five Orocia scenarios based on the maps available to me (default, fall, two suns, frozen and swamp) each with a complete game mechanics. Due to the macro it has become far more easier inventing a new Orocia with its own gameplay (see utils/mapchanges.cfg). However I did not included the Total Orocia because many things check on the number of sides or on the sides directly and that needs special attention so that it is not buggy and I did not included Deep Shrine because it has its own system of upgrades and waves that requires time to be added to the current one (I think deep-shrine alike upgrades and deep-shrine alike traditional waves could be better suited to become options for all maps, though, rather than a particular gameplay of a single map).
- Attachments
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- OrociaRandomMod_1.13_compatible_nickanc.7z
- A 1.13 compatible Orocia with multiple scenarios and the current game mechanics completely macroed for them.
- (41.11 KiB) Downloaded 528 times