A New Land addon - Wesnoth 1.4
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Ah, now I got what you mean. That also happened to me too several times. If ANL uses variables storing the player gold to check if the player has enough gold to build the village, it might be the player income that causes the problem. It might not be counted by the variable at first, and so the game thought that you hadn't got enough gold. However, as soon as your gold amount changes (I often do that by chopping down wood somewhere) it works as usual. However, if ANL doesn't use variables for this I have no idea about how to solve this.Kalis wrote:clonkinator:
I realize.
What I meant was I move the peasant on a spot, click build village, and it won't build even though I have the gold.
THen I move him off, move another peasant on that spot (the same turn) and that one can build it.
@governor: I know that units are supposed to use the blacksmith only once, but they can use it exactly zero times (peasants excluded). You can move onto the blacksmith and exactly nothing happens, better, you can even undo your move (what isn't usual for ANL AFAIK).
Hello...
Heh I posted over in the tech support forum about the Blacksmiths being broken. But I guess thats already been covered.
I want to say that I love these scenarios very much. thank you for creating them. One issue I had with "The Great Wall" is that if you check "use map settings" then the starting gold is fixed at 100. For intermediate and advanced New Land players, that's kind of a lot so i unclicked "use map settings" and then adjusted the starting gold to 50 per player.
That's when a really interesting situation developped. Instead of fighting ai-controlled orcs and undead, we found ourselves battling swarms of loyalist peasants. The craziest part about it is that the ai controlled peasants would ask me what they should do. So I could make the computer cut trees, build villages, gold mines, castles, fords etc.
It kinda gave me an unfair advantage as I could scape the land in my favor, and on my enemies side I could have the peasants build castles to make it harder for them. I'm sure all of this is completely unintended and would be difficult to fix. Is there a way you could make it so players have some control over who the ai-controlled factions are? Or at least change it so that starting gold is a variable with 100 gold as the recommended?
Let me reiterate that I've played Wesnoth over a year and half now and "A New Land" is the best adaption of it that I have seen to date.
Keep up the Good Work!
I want to say that I love these scenarios very much. thank you for creating them. One issue I had with "The Great Wall" is that if you check "use map settings" then the starting gold is fixed at 100. For intermediate and advanced New Land players, that's kind of a lot so i unclicked "use map settings" and then adjusted the starting gold to 50 per player.
That's when a really interesting situation developped. Instead of fighting ai-controlled orcs and undead, we found ourselves battling swarms of loyalist peasants. The craziest part about it is that the ai controlled peasants would ask me what they should do. So I could make the computer cut trees, build villages, gold mines, castles, fords etc.
It kinda gave me an unfair advantage as I could scape the land in my favor, and on my enemies side I could have the peasants build castles to make it harder for them. I'm sure all of this is completely unintended and would be difficult to fix. Is there a way you could make it so players have some control over who the ai-controlled factions are? Or at least change it so that starting gold is a variable with 100 gold as the recommended?
Let me reiterate that I've played Wesnoth over a year and half now and "A New Land" is the best adaption of it that I have seen to date.
Keep up the Good Work!
It is good that war is terrible, lest we grow too fond.
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The gold mining in the latest version is broken. Also the farming is somewhat broken - the peasants can plant and automatically harvest the crops, but sometimes the player doesnt get the income from them. Also, AI controlled units ofter burn down their own castles - it was funny how in the last game of great wall I played one of the AI controlled sides was unable to recruit and it was de facto out of the game because its own recruits tore down its own castle completely
Theoretically, love is great
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
First of all: Thanks for your Mod. It's really fun to play in multiplayer.
However, i discovered some bugs on non windows-platforms. In your scripts you vary the spelling of the "A_New_Land"-directory. On windows this is fine, because there is no difference between upper and lower case in folder-names. In contrast on Unixplatforms "A_New_Land" is not equal to "A_NEW_LAND". It would be great if you could fix this in future releases.
Thanks!
However, i discovered some bugs on non windows-platforms. In your scripts you vary the spelling of the "A_New_Land"-directory. On windows this is fine, because there is no difference between upper and lower case in folder-names. In contrast on Unixplatforms "A_New_Land" is not equal to "A_NEW_LAND". It would be great if you could fix this in future releases.
Thanks!
This is a bug, but a symbolic link provides a workaround.
I posted to this thread already, but apparently something has erased my post from the forum. So I repeat:th1nk wrote:In contrast on Unixplatforms "A_New_Land" is not equal to "A_NEW_LAND". It would be great if you could fix this in future releases.
Yes, this is a bug. I attempted to play A New Land: The Last Stand several times, but I had problems because mages on universities seemed to be completely useless. I eventually determined that universities were behaving like normal villages. After reading th1nk's comment, I found the bug. The map was looking for the WML for universities in the nonexistant "A_NEW_LAND" folder, instead of my "A_New_Land" folder.
As a workaround for this bug, Unix players can create a symbolic link. This is what I did:
Code: Select all
$ cd ~/.etc/wesnoth/data/campaigns
$ ln -s A_New_Land A_NEW_LAND
--Kernigh http://www.wesnoth.org/wiki/User:Kernigh
A New Land: The Patch That Gives Gold
This patch should fix the following problems:
For those of you who do not want to run the "Unix" patch program, I have attached a zip containing the fixed version of "A New Land". This zip contains the entire add-on. (I have not checked carefully, but this zip should be under GNU General Public License.) Unzip it into your data/campaigns directory: the zip contains "A_New_Land.cfg" and "A_New_Land" folder.
I encourage everyone to use these fixes so that farms and gold mines work correctly.
Edit: The file attached to this post is an old version. You may want to scroll downward and download patch k3 instead.
- References to nonexistant "A_NEW_LAND" directory on case-sensitive filesystems were causing universities to not function.
- Gold from farming and hill-mining was not added to the gold of the player. (An ADD_GOLD_SIDE macro was missing, so I used the WML reference on the wiki to create one.)
For those of you who do not want to run the "Unix" patch program, I have attached a zip containing the fixed version of "A New Land". This zip contains the entire add-on. (I have not checked carefully, but this zip should be under GNU General Public License.) Unzip it into your data/campaigns directory: the zip contains "A_New_Land.cfg" and "A_New_Land" folder.
I encourage everyone to use these fixes so that farms and gold mines work correctly.
Edit: The file attached to this post is an old version. You may want to scroll downward and download patch k3 instead.
- Attachments
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A_New_Land.zip
- This file is an old version. You may want to scroll downward and download patch k3 instead.
- (32.98 KiB) Downloaded 360 times
Last edited by Kernigh on May 22nd, 2007, 3:28 am, edited 2 times in total.
--Kernigh http://www.wesnoth.org/wiki/User:Kernigh
Some feedback on the Great Wall map.
Hello,
The Great Wall map is unplayable in multi player when crops and mines are working. Cause in the end both sides have like 40-45 attacking units and it take ages for any side to finish move.
I do not know, what could be done here, however.
Also, I made attempts now to convert standard wesnoth map to the A New Land style. Blitz and Isar cross converted. It is actually funny to play on them, but take a really long time. If anyone interested I can put them here to test.
The Great Wall map is unplayable in multi player when crops and mines are working. Cause in the end both sides have like 40-45 attacking units and it take ages for any side to finish move.
I do not know, what could be done here, however.
Also, I made attempts now to convert standard wesnoth map to the A New Land style. Blitz and Isar cross converted. It is actually funny to play on them, but take a really long time. If anyone interested I can put them here to test.
Some feedback on the Great Wall map.
Hello,
The Great Wall map is unplayable in multi player when crops and mines are working. Cause in the end both sides have like 40-45 attacking units and it take ages for any side to finish move.
I do not know, what could be done here, however.
Also, I made attempts now to convert standard wesnoth map to the A New Land style. Blitz and Isar cross converted. It is actually funny to play on them, but take a really long time. If anyone interested I can put them here to test.
The Great Wall map is unplayable in multi player when crops and mines are working. Cause in the end both sides have like 40-45 attacking units and it take ages for any side to finish move.
I do not know, what could be done here, however.
Also, I made attempts now to convert standard wesnoth map to the A New Land style. Blitz and Isar cross converted. It is actually funny to play on them, but take a really long time. If anyone interested I can put them here to test.
Patch k3
While the forums were giving me errors, at 19 May 2007 I set up a home page <http://kernigh.pbwiki.com/NewLand> to distribute a new version of my patched add-on, A New Land [patch k2].
I am now distributing [patch k3]. Download the attached zip and extract it in data/campaigns to create "A_New_Land" directory and "A_New_Land.cfg". See <http://kernigh.pbwiki.com/NewLand> for details, but in brief, here are my improvements:
I am now distributing [patch k3]. Download the attached zip and extract it in data/campaigns to create "A_New_Land" directory and "A_New_Land.cfg". See <http://kernigh.pbwiki.com/NewLand> for details, but in brief, here are my improvements:
- Scenario functions on case-sensitive forums. (Bug reported by th1nk.)
- Farms and gold mines actually give gold.
- First peasant to move on a side turn can build using correct amount of gold. (Bug noticed by Clonkinator; I fixed swapped order of store_unit and store_gold.)
- Help does not display magenta units.
- AI units do not destroy their own dwarven castles.
- Blacksmiths can now upgrade most units. (This is Nyogtha's one-line removal.)
- Undo command is available more often in The Great Wall and The Last Stand, for units other than peasants. (I reorganized some WML to filter events more often, but I may have introduced undiscovered bugs.)
- Attachments
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A_New_Land-k3.zip
- THIS IS AN OLD VERSION. Newer versions of Kernigh's patch are at <http://kernigh.pbwiki.com/NewLand>. Newer versions from governor are at the official add-on server.
- (40.64 KiB) Downloaded 392 times
Last edited by Kernigh on June 10th, 2007, 2:43 am, edited 1 time in total.
--Kernigh http://www.wesnoth.org/wiki/User:Kernigh
Blitz and Isar converted.
Attached ANL_Maps package.
Unpack into campaigns directory.
You have to have latest version of A New Land patch from kernigh for this to work. Currently Blitz and Isar converted. I an convert any map to A New Land rules, just tell me what you want and I will include it in the new version.
I'm very interested in new maps, which are A New Land style.
Unpack into campaigns directory.
You have to have latest version of A New Land patch from kernigh for this to work. Currently Blitz and Isar converted. I an convert any map to A New Land rules, just tell me what you want and I will include it in the new version.
I'm very interested in new maps, which are A New Land style.
- Attachments
-
ANL_Maps.zip
- ANL_Maps package with Blitz and Isar maps converted. If you know a bit about WML you can convert any map in 5-10 minutes.
- (3.79 KiB) Downloaded 371 times
Updated package ANL_Maps.
Extract to campaing directory.
Contains third revision of AYBABTU 2 v 2 custom map.
Hope you will enjoy this.
Extract to campaing directory.
Contains third revision of AYBABTU 2 v 2 custom map.
Hope you will enjoy this.
- Attachments
-
ANL_Maps.zip
- AYBABTU map included.
- (10.99 KiB) Downloaded 384 times
Published 0.9.0a
This was a major overhaul of nearly all the WML. This means that there are still likely some lingering bugs. Hence the alpha release. It can be downloaded from the add-on server. Most play-tests thus far have gone without a hitch. Also, since the directory structure has changed, it may be advisable to delete or backup the old A_New_Land directory before downloading the latest release.
Changes:
- All scenario files are rewritten to make them much smaller. They link to the /macros/ folder for all general ANL logic.
- All scenarios have their own /scenario/XXXX/ folder for scenario specific WML.
- Massively reduced the amount of WML. This was done in an effort to improve the manageability of the code to simplify changes and bug fixes.
- All maps are in the maps folder.
- Many many bug fixes. Too many to keep track of.
Anyhow, I have been extremely busy lately. Hence the delay for this release. For those who have started to contribute to the project, please send private messages and I will do my best to add you to the project. I have many ideas that I wish to incorporate but I am reluctant to include until the project code-base is to a level that can be easily maintained.
- gov
This was a major overhaul of nearly all the WML. This means that there are still likely some lingering bugs. Hence the alpha release. It can be downloaded from the add-on server. Most play-tests thus far have gone without a hitch. Also, since the directory structure has changed, it may be advisable to delete or backup the old A_New_Land directory before downloading the latest release.
Changes:
- All scenario files are rewritten to make them much smaller. They link to the /macros/ folder for all general ANL logic.
- All scenarios have their own /scenario/XXXX/ folder for scenario specific WML.
- Massively reduced the amount of WML. This was done in an effort to improve the manageability of the code to simplify changes and bug fixes.
- All maps are in the maps folder.
- Many many bug fixes. Too many to keep track of.
Anyhow, I have been extremely busy lately. Hence the delay for this release. For those who have started to contribute to the project, please send private messages and I will do my best to add you to the project. I have many ideas that I wish to incorporate but I am reluctant to include until the project code-base is to a level that can be easily maintained.
- gov