A New Land addon - Wesnoth 1.4

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Aethaeryn
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Post by Aethaeryn »

I have a few ideas for the new version for 1.3.x:
  • Make mushrooms harvestable (cave variant turning to cave, dirt variant turning to dirt) for some gold and make rockbound cave turn to hills. That way cave clears into a more varied way.
  • Still allow mining on mountains, just standard mining.
  • Have captured cave villages function as mines. Captured villages on hills/mountains would also function as mines. Other villages would be standard or universities (except swamp/water villages, which could be fishing villages like you said in that game). This should allow one to play ANL on default maps, where villages are already placed.
  • Allow one to plant forests (though it could take 2 turns if you want) since you can tear them down. You can already make water, this would vary the idea of defensive set ups. (Perhaps also allow one to plant mushrooms on cave, but this would be getting complicated.)
  • Allow it to come with a varied "Death Match" era where you already start with some military units. This will allow more competitive play on default maps that are interesting. Perhaps make it peasant, mage, spearmen, bowmen (optional), and cavalryman on the starting list so you still have reason to do some military research. I could probably make a few Death Match maps for ANL if you add this slightly changed era.
I have a few more ideas, such as having different types of settlers (outlaw, orcish, etc.) that have different negotiations and military researches as well as some other possible differences (such as castle build type). These are just the most doable ones. It would be great if this era was ready by 1.4. Good luck and I hope you fix the bugs. Can't wait for 0.11!

EDIT: Oh, and good job with your changes. Winning by fleeing to the spider cave is now a lot harder (as you saw with the game we played) and I just tested out fleeing to the east/west caves with small forces alone and lost.

One problem I found: Shock Trooper is on the random list, I got it randomly. For loyalists, you can't get the Shock Trooper randomly because of its slowness.
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Bob_The_Mighty
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Post by Bob_The_Mighty »

Just uploaded a new version : 0.11

There was tons of bug fixes and too many changes to remember. The main difference is that all the building stuff has been made into an era - so it can be played on any map!

Futhermore, I have made a start on a multi-racial era, which currently includes the following factions: Loyalist, Outlaws, Orcs and Undead.

* The standard era permits only loyalists, but does not require other players to download the add-on. Only the host needs it.

* The expanded era permits all four factions, but all players must have the add-on.

Both eras are included in the A New Land download (as is the Last Stand map).

I would like some help in balancing the factions and suggesting ideas. One of the main factors is that their workers and scolars cost different amounts. Although I deleted philosophy, I might add it back - but only as a loyalist option. Also, I haven't finished Negotiation options for all the races, because I couldn't work out who should have what. Currently it looks like this:
Loyalists
Worker: Peasant (8g)
Scolar: Mage (20g)
- Cannot destroy buildings, unlike other factions
- Can negotiate with merfolk

Outlaws
Worker: Ruffian (6g)
Scolar: Rogue Mage (17g)
- Can build villages on Swamps for 18g
- Can build castles for 4g, 2g cheaper than other factions
- All research targets are 1 point higher
- Can negotiate with nagas and saurians

Orcs
Worker: Goblin Spearman (8g)
Scolar: Orcish Shaman (18g)
- Can plant and harvest mushroom farms instead of crops
- Can dig caves and build cave villages
- Warfare and mining research targets are 1 point lower
- Can negotiate with nagas

Undead
Worker: Walking Corpse (7g)
Scolar: Dark Adept (16g)
- Can plant and harvest mushroom farms instead of crops
- Can dig caves and build cave villages
- Agriculture research target is 2 points higher
My current projects:
MP pirate campaign: The Altaz Mariners
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Kalis
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Post by Kalis »

Hey bob, I played it out a few times on SP and here are some comments

1. Mines are too good. a total cost of 33 gold for 6 income and 1 military support, and the mine income is upgradable.
By comparison, 2 villages cost 30 gold for 4 income and 2 military support, non-upgradable.
In "The Last Stand", building the 2 mine slots right away provides a huge econ boost.

2. Zombies are a nightmare at 4 speed. At least goblin spearmen have the possibility of getting quick!

3. Just a general comment, but in terms of combat power the orc scholars are significantly worse than everyone else. A 5-1 melee / 7-2 non-magical ranged attack with 23 base hp...

4. Undead researching new recruits can learn dark adepts, which is unnecessary since they start with that unit :)

edit:
5. Auto-research doesn't seem to work for orcs (according to Jami - I haven't verified, but I recall having a similar problem with tech completion one game)
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Jami
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Post by Jami »

Kalis, you're forgetting the disadvantage of mines: You can't build them everywhere.

1. Most ANL maps have hill terrain placed very specifically so that a player cannot load up on mines. Using the standard ANL era's on normal maps leads to huge income because of this. Look at Last Stand and the Great Wall. In either, each player has the chance to get at most two gold mines within the first few turns (and in Last Stand, if you take two your allies don't get it). I'll show you the ANL conversion i've done for Moritori when I see you next, you would probably like it.

2. Zombies are also able to multiply very quickly with a skilled player. Yes, 4mp is hard to deal with, but the low cost and plague outweigh that and make UD one of the stronger factions in early game.

3. I agree totally, in fact I would prefer to see them buffed in some of the UMC that use the unit as well (Son of Black Eye comes to mind.) At least, however, orc shamans are incredible at what ANL has them do... reaserch.

My own concerns:

1. The penalties for outlaws, which looks to be offset by their low cost, has me worried. +1 reaserch time in all fields seems a bit much, and often forces an outlaw player to attack very early (with his swarm of cheap ruffians, potent mages, and cheap castles) against a foe who is fairly well entrenched. I'd like to see it if warfare was returned to normal, making only the economy fields take an extra turn to reaserch.

2. The factions are heavily weighted towards the chaotic alignment. We need at least one more (preferrably two) lawful faction to balance out the strength of night and day. Flight for freedom has a L0 drake unit, so that is a possibility (using burners as a Scholer).

Idea for negotiations:

Right now, negotiations are really only good for water units. Which really means that hardly anybody negotiates with any other factions except on maps where somone has built a 2-3 hex wide moat. Some ideas:

Loyalists: Merfolk (Initiate, Fighter, Hunter), and Elves (Fighter, Archer, Shaman)

Outlaws: Dwarves (Fighter, Thuderer, Guardsman, Gryphon Rider) and Elves (Fighter, Archer, Shaman)

Orcs: Naga (Naga Fighter, Naga Poacher, Naga Gaurdian) and Men (Horseman, Spearman, Fencer)

Undead: Dark Elves (Fighter, Hunter, Priestess) (pssh, take 'em from EE)

Drakes: Saurians (Skirmisher, Augur)
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JW
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Post by JW »

Wow...this sounds so cool and I've never played it. :shock:
Velensk
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Post by Velensk »

JW wrote:Wow...this sounds so cool and I've never played it. :shock:
It is cool, you should try it at least once.


However what I origionaly came here to post was a suggestion for selectable difficulty lvls. Last time I played (I have not played the most recent version) was fairly easy. So I was thinking that it might be nice to have a variable difficulty lvl so that you can still play at this difficulty however you have the option of something more challanging.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Nerelfe
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ANL - Simply rox :)

Post by Nerelfe »

I like you mod verry much. A great job you have done. However, I prefer playing against other human players and since ANL didn't have any such map yet, I have created this one.

It was tested several times on 1.2.8 and 1.3.13, I think its ready for mass usage now :)

I'm attaching it to post, and If u like it, you might consider adding it to your map pack.

Player 1 + Player 4 vs Player 2 + Player 3

Try it out and have fun.
Attachments
2v2Lake.zip
This is a .13 version of the map
(852 Bytes) Downloaded 431 times
Last edited by Nerelfe on December 31st, 2007, 5:56 pm, edited 1 time in total.
Blarumyrran
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Post by Blarumyrran »

post an editor screenshot for forumer convenience.
Nerelfe
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Here is how it looks, more or less minimized

Post by Nerelfe »

Tnx for reminding me, wanted to post a picture also but forgot, this is how it looks like....

Image


edit: nvm the upper bridges to the islands, that is fixed :)
greywolfexcel
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Post by greywolfexcel »

Hey bob, I love ANL - it's a genius idea that leverages normal wesnothian gameplay and mechanics into a different field.

However, I think there's a serious bug - my friend and I were playing The Last Stand and around turn 13 or so we noticed that we were recieving income for our mines multiple times per turn. In fact, we were getting all of our harvested resources (research, mines, farming, etc), multiple times. Once when I was orcs, my researchers just increased my mining capacity to get 5 gold per turn, and researched enough (on the same turn) to increase my mining to 6 per turn. I ended up getting something like 11 gold from the one mine I had because it mined once when it was at 5 gold, then again when the research level was at 6 gold.

I can give you the save file if you wish.
Clonkinator
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Post by Clonkinator »

I've created two new maps especially for ANL. After some testing I finally decided to share them with all you other guys. One of them is a 2-player Co-op against the computer (similar to ANL-TLS, but a bit easier), the other is a 4-player battle-map which can be played either FFA or 2vs2. Enjoy! :D

I would have added images, but .bmp-files are not allowed and I don't have anything else but Paint right now... :?
Attachments
2p_A_New_Land_-_XtremeTeam.cfg
"2p - A New Land - XtremeTeam".
(17.27 KiB) Downloaded 430 times
4p_A_New_Land_-_MadIsle.cfg
"4p - A New Land - Mad Isle".
(13.06 KiB) Downloaded 473 times
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Bob_The_Mighty
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Post by Bob_The_Mighty »

The latest version of A New Land now includes 'The Great Wall' - a 2v2 scenario.

For the sake of simplicity, I have made 'research targets'='gold produced'. So, if your mines generate 5g per worker, the research target for the next level of mining is 6.

I have also revised and balanced the factions in the ANL: Expanded Era.

Here's how it looks now:

Loyalists
Worker: Peasant (8g)
Scholar: Mage (20g)
- Cannot destroy buildings or bridges, unlike other factions.
Diplomacy: Merfolk & Elves
Farms: 3g
Mines: 4g

Outlaws
Worker: Ruffian (6g)
Scholar: Rogue Mage (17g)
+ Can build villages on swamps.
+ Can build castles and keeps for 4g, 2g cheaper than other factions.
- Negotiations take 1 turn longer.
- Cannot donate funds.
Diplomacy: Nagas & Dwarves
Farms: 2g
Mines: 2g

Orcs
Worker: Goblin Spearman (8g)
Scholar: Orcish Shaman (18g)
+ Can dig caves and build cave villages.
+ Wafare research target is 1 point lower.
- Cannot donate funds.
Diplomacy: Saurians & Nagas
Farms: 2g
Mines: 4g

Undead
Worker: Walking Corpse (7g)
Scholar: Dark Adept (16g)
+ Can dig caves and build cave villages.
- Cannot share knowledge.
Diplomacy: Saurians & Monsters
Farms: 3g
Mines: 3g
Remember all players need the 'A New Land' download to play this era. However, I believe having Extended Era will suffice for all players besides the host.

Balancing suggestions welcome.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
nataS
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Joined: January 28th, 2008, 3:21 pm

A New Land addon - Wesnoth 1.4

Post by nataS »

Central discussion topic for the popular A New Land (ANL)

Introduction:
The ANL addon allows players to play a civilization style game within Wesnoth, created by Bob_The_Mighty. Two maps are included: "The Last Stand" and "The Great Wall". With The Last Stand four players team up to survive against incoming hordes of enemies while building their town. The Great Wall gives a different experience being a 2vs2 map where players can build up their empire while separated from the enemy team during the first turns.

How to play:
To play A New land, you can simply join an existing game, there is no need to download anything first. It is advised you dowload the addon first though, then you can practice a bit to make yourself familiar with the game and host your own games. To get the addon: Go to the Wesnoth main menu, click Add-ons, connect to the server, and download "A New Land" by Bob_The_Mighty. When hosting a game, you can choose either the Great Wall or Last Stand map. Make sure you also select the "A New land" era, if it's not available you have to restart your game first.

Factions:
With A New Land players can currently choose from four different factions, they all have certain pros and cons. It's important to
Faction Stats wrote: Loyalists
Worker: Peasant (8g)
Scholar: Mage (20g)
- Cannot destroy buildings or bridges, unlike other factions.
Diplomacy: Merfolk & Elves
Farms: 3g
Mines: 4g

Outlaws
Worker: Ruffian (6g)
Scholar: Rogue Mage (17g)
+ Can build villages on swamps.
+ Can build castles and keeps for 4g, 2g cheaper than other factions.
- Negotiations take 1 turn longer.
- Cannot donate funds.
Diplomacy: Nagas & Dwarves
Farms: 2g
Mines: 2g

Orcs
Worker: Goblin Spearman (8g)
Scholar: Orcish Shaman (18g)
+ Can dig caves and build cave villages.
+ Wafare research target is 1 point lower.
- Cannot donate funds.
Diplomacy: Saurians & Nagas
Farms: 2g
Mines: 4g

Undead
Worker: Walking Corpse (7g)
Scholar: Dark Adept (16g)
+ Can dig caves and build cave villages.
- Cannot share knowledge.
Diplomacy: Saurians & Monsters
Farms: 3g
Mines: 3g

(information copied from the Faction Stats.txt that comes with the addon)
Bugs:
There appears to be a sall bug in the ANL era, introduced into it with wesnoth 1.4. if the host unchecks "use map settings", the AI players appear to be automatically set to use the ANL era. As result the computer players will only recruit workers and mages. This happens for both The Great Wall and The Last Stand. Until there is a fix: host ANL games with the default map settings, or you will only face hordes of lvl 0 units mixed with a few mages.

Screenshots:
Image Image
A New Land: The Last Stand

Other resources on ANL: A New Land fans?
If you liked the A New Land era you will probably also want to have a look at Undead Empire and Rise of Empires, that offer a similar style of gameplay.
Last edited by nataS on April 4th, 2008, 9:45 pm, edited 1 time in total.
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zookeeper
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Re: A New Land addon - Wesnoth 1.4

Post by zookeeper »

Also, the Last Stand scenario was mainlined a few days ago and it'll appear in the first 1.5 line release (not in 1.4.1 or probably any later 1.4 release either) as a normal mainline MP scenario.
nataS
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Joined: January 28th, 2008, 3:21 pm

Re: A New Land addon - Wesnoth 1.4

Post by nataS »

Cool, the bug I mentioned in openingpost will have to be fixed then though. Is there a way to prevent the "use map settings" toggle from overwriting/ignoring the define_sides_ai.cfg settings when unchecked?
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