Random Default Map (REMOVED)

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grrr
Posts: 252
Joined: May 25th, 2007, 9:49 pm

Re: Random Default Map: Merged map updates (0.8.1)

Post by grrr »

People asked me how to choose the contained UMC maps directly. There are two ways:
1. search the forum/add-ons server for the author's map packs;
2. change line 16 of 'RandomDefaultMap/macros/rdm.cfg' from 'allow_new_game=no' to 'allow_new_game=yes' (or just remove the line, as 'yes' should be the default). You can now select the UMC maps as usual, but make sure to *uncheck* 'use map settings'.
ps7
Posts: 7
Joined: May 3rd, 2009, 12:48 pm

Re: Random Default Map: Merged map updates (0.8.2)

Post by ps7 »

Now here is less symmetric version(and other minor change also) .
I know some question asked frequently(especially problem of center isle),
so I'll make explanation file(how to play with each faction) if needed.
Attachments
2p_Remote_Isle.map
(11.73 KiB) Downloaded 312 times
bluepierrot
Posts: 2
Joined: May 19th, 2009, 4:37 am

Re: Random Default Map: Merged map updates (0.8.2)

Post by bluepierrot »

I put my modified map here.Without any opinions,please replace the old map and this map.

Modified points
1. 16,1&8,21 impassable mountain-->flat
If some scout take 16,3&8,19 village soon,it is easy that you hold his scout by your 2 units.
2. 4,13&20,9 hill-->flat
2,13&22,9 flat -->forested hills
21,10 village-->21,9 village
From some players in test 1v1,I received criticism that it is hard for elf&dwarf to keep and attack 3,14&21,10's village.
Attachments
2p - Unfolding Space.map
(7.86 KiB) Downloaded 347 times
grrr
Posts: 252
Joined: May 25th, 2007, 9:49 pm

Re: Random Default Map: Merged map updates (0.8.4)

Post by grrr »

Yogibear appearantly fixed the missing timer issues in 1.7: http://gna.org/bugs/?14241 - thanks a lot, yogi *off to check*
Hellrider
Posts: 81
Joined: July 22nd, 2005, 9:57 am

Re: Random Default Map: Merged map updates (0.8.4)

Post by Hellrider »

I would be very pleased to see my map added to the pack in the 'extra' section; thanks for reminding me grrr ;)




Edit: I just realized now that my map could look similar to hagbart's. Of course, they are not related in any way (i didn't even know about its existance actually). Still, if you think it could be a clone, feel free not to include it.
grrr
Posts: 252
Joined: May 25th, 2007, 9:49 pm

Re: Random Default Map: Merged map updates (0.8.4)

Post by grrr »

0.9 Merged updates from Map Updates add-on
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mystic x the unknown
Posts: 88
Joined: October 15th, 2005, 3:46 pm

Re: Random Default Map: Merged map updates (0.9)

Post by mystic x the unknown »

a little bug: on development version statues are not stoned. grrr said he'll look into it.
you are not gonna make it
Thalioden
Posts: 8
Joined: December 16th, 2009, 6:59 am

Re: Random Default Map: Merged map updates (0.9)

Post by Thalioden »

There seems to be an error with this scenario when including computer players. Every time I select a computer player to fill a slot, it always ends up with a level 0 human peasant as the leader, and it never recruits any units.
grrr
Posts: 252
Joined: May 25th, 2007, 9:49 pm

Re: Random Default Map: Merged map updates (0.9)

Post by grrr »

Thalioden wrote:There seems to be an error with this scenario when including computer players. Every time I select a computer player to fill a slot, it always ends up with a level 0 human peasant as the leader, and it never recruits any units.
Yeah, only human-controlled sides work correctly with the save_id feature of Multiplayer Campaigns. Feel free to file a bug at gna.org =)

/me goes back into hibernation, wake him up when 1.8 is out.
Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Re: Random Default Map: Merged map updates (0.9)

Post by Boucman »

if the bug is 1.6 only, it's probably not worth opening, since we don't plan to update 1.6 anymore
Fight key loggers: write some perl using vim
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Pentarctagon
Project Manager
Posts: 5730
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Random Default Map: Merged map updates (0.9)

Post by Pentarctagon »

this occurs in 1.7.10 as well. also interesting, the ai side's recruit list is cleared, but it will be able to recruit any units that are created and put on its side in debug mode.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
grrr
Posts: 252
Joined: May 25th, 2007, 9:49 pm

Re: Random Default Map: Merged map updates (0.9)

Post by grrr »

I updated the add-on for 1.8 - sadly, it's still broken but perhaps one of you can hlp me here:

With Nat's help we were able to fix the leader problem, only that now, the host player gets to controll both sides (yes, I accidently discovered oos-free coop play - several players can share one side now). when I (the host) replace the player with an obs then everything ssems fine on the next turn.

5his only happened after I got Nat's recall list hack to work it might be something stupid and simple on how I recall the leaders. If anyone could take a look (the magic happens in macros/rdm.cfg) ...
SalsaRocoto
Posts: 41
Joined: November 5th, 2009, 12:34 pm

Re: Random Default Map: Merged map updates (0.9)

Post by SalsaRocoto »

Hey grrr,

I had a look at your add-on:

1) recall list hack is not needed. If you go back to your version 0.9 and just comment the line "type=Peasant" in rdm.cfg line 162, you just get the leaders auto recalled

2) the fact that p1 gets control of both looks like a bug to me, I cannot figure out any other explanation. It has nothing to do with the way you recall since the way I just mentioned produces exactly the same behavior.

Sorry I couldn't help more

Cheers
SalsaRocoto
Posts: 41
Joined: November 5th, 2009, 12:34 pm

Re: Random Default Map: Merged map updates (0.9)

Post by SalsaRocoto »

There is hope !

I wanted to lodge a bug report, so I tried to reproduce the control bug with the simplest .cfg possible. Doing so I ended up with a _main.cfg that implements 2p - Hamlet with random starting positions. It is directly inspired from your addon, and it works ! Why does it and why your addon doesn't is still a mistery to me, but by comparing them carefully we should be able to work out what the problem is.

Oh, and this version seems to work with AI players as well.
code
#textdomain wesnoth-multiplayer

[multiplayer]
id=RDM_Hamlet
name= _ "2p - Hamlet - random start"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield."
map_data="{multiplayer/maps/2p_Hamlets.map}"
random_start_time="no"

{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}

[side]
side=1
team_name=north
user_team_name= _ "teamname^North"
id=p1
persistent=1
save_id=p1
[/side]
[side]
side=2
team_name=south
user_team_name= _ "teamname^South"
persistent=1
id=p2
save_id=p2
[/side]

[event]
name=prestart
{VARIABLE_OP next rand 1..2}
# {DEBUG_MSG "next scenario is $next"}
[endlevel]
result=victory
next_scenario=$next
carryover_percentage=0
carryover_add=false
carryover_report=false
linger_mode=false
save=no
[/endlevel]
[/event]
[/multiplayer]

[multiplayer]
id=1
name= _ "2p - Hamlet Random"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield."
map_data="{multiplayer/maps/2p_Hamlets.map}"
turns=-1
allow_new_game=no


objectives="<small>Random Hamlet Version: 0.1

This add-on is simply 2p - Hamlets with random start postions.

Created by: SalsaRocoto from grrr's great RDM add-on, with the hope of helping fixing it

</small>

<big>Victory</big>
<span foreground='green'>Kill the enemy leaders.</span>

<big>Defeat</big>
<span foreground='red'>Death of your leader.</span>
"

{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}

[side]
side=1
team_name=north
user_team_name= _ "teamname^North"
persistent=1
save_id=p1
id=p1
fog=yes
[/side]
[side]
side=2
team_name=south
user_team_name= _ "teamname^South"
persistent=1
save_id=p2
id=p2
fog=yes
[village]
x=18
y=24
[/village]
[/side]

[/multiplayer]

[multiplayer]
id=2
name= _ "2p - Hamlet SCENARIO2"
description= _ "Warfare transforms the simple farms and villages of a peaceful region into a subtly parceled battlefield."
map_data="{multiplayer/maps/2p_Hamlets.map}"
turns=-1
allow_new_game=no

objectives="<small>Random Hamlet Version: 0.1

This add-on is simply 2p - Hamlets with random start postions.

Created by: SalsaRocoto from grrr's great RDM add-on, with the hope of helping fixing it

</small>

<big>Victory</big>
<span foreground='green'>Kill the enemy leaders.</span>

<big>Defeat</big>
<span foreground='red'>Death of your leader.</span>
"

{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}

[side]
side=1
team_name=north
user_team_name= _ "teamname^North"
persistent=1
save_id=p2
id=p2
fog=yes
[/side]
[side]
side=2
team_name=south
user_team_name= _ "teamname^South"
persistent=1
save_id=p1
id=p1
fog=yes
[village]
x=18
y=24
[/village]
[/side]

[/multiplayer]
Hope that helps

cheers
grrr
Posts: 252
Joined: May 25th, 2007, 9:49 pm

Re: Random Default Map: Merged map updates (0.9)

Post by grrr »

Thanks for creating this testcase, I will look at it.

EDIT: Was able to solve it.
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