A New Land addon - Wesnoth 1.4

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

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Clonkinator
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Post by Clonkinator »

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.
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.

@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).
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suvorov
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Hello...

Post by suvorov »

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!
It is good that war is terrible, lest we grow too fond.

-Robert E. Lee
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governor
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Post by governor »

Update on the blacksmith issue:

It seems that Bob may have designed it so that peasants can only use blacksmiths. However I feel that this is rather by accidental omission than by design. So I will crank out a fix for it asap.

gov
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Mythological
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Post by Mythological »

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.

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th1nk
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Post by th1nk »

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!
Kernigh
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This is a bug, but a symbolic link provides a workaround.

Post by Kernigh »

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.
I posted to this thread already, but apparently something has erased my post from the forum. So I repeat:

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
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A New Land: The Patch That Gives Gold

Post by Kernigh »

This patch should fix the following problems:
  • 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.)
(Edit: I removed the diff output because it was long. Extract the zip and read A_New_Land/PATCH.txt to see it.)

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
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.
_Nyogtha
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Joined: May 19th, 2007, 6:05 pm

Some feedback on the Great Wall map.

Post by _Nyogtha »

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.
_Nyogtha
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Joined: May 19th, 2007, 6:05 pm

Some feedback on the Great Wall map.

Post by _Nyogtha »

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.
Zwingli
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Joined: March 22nd, 2007, 3:24 pm

Land

Post by Zwingli »

I'd love to see Isar's cross and Blitz with the updated New Land config. I love the New Land.

My thanks to Bob, who is indeed mighty for coming up with the concept and to Kernigh and others who helped patch.
Kernigh
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Patch k3

Post by Kernigh »

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:
  • 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.)
EDIT, 10 June 2006: This forum lost a week of forum posts from late May to early June, see http://www.wesnoth.org/forum/viewtopic.php?t=16554 - My forum post announcing patch k4 did disappear, but this older post for patch k3 did survive. At 26 May 2007, I announced patch k4, which includes a RELIABILITY FIX of a bug that I added to patch k3. To obtain patch k4 (or any newer version from me), visit http://kernigh.pbwiki.com/NewLand - At 3 June 2007, governor released version 0.9.0a to the official add-on server; read the announcement, three posts down.
Attachments
A_New_Land-k3.zip
THIS IS AN OLD VERSION. Newer versions of Kernigh's patch are at &lt;http://kernigh.pbwiki.com/NewLand&gt;. 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.
_Nyogtha
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Joined: May 19th, 2007, 6:05 pm

Blitz and Isar converted.

Post by _Nyogtha »

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.
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
_Nyogtha
Posts: 7
Joined: May 19th, 2007, 6:05 pm

Post by _Nyogtha »

Updated package ANL_Maps.
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
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governor
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Post by governor »

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
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Ken_Oh
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Post by Ken_Oh »

You know, considering the relative complexity and the time it takes for players to take turns, I'd say this style of play would be much better suited to a single player scenario/campaign.
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