Conquest 2.0 - on 1.8 server

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Gwledig
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Re: Conquest 2.0 - on 1.8 server

Post by Gwledig »

I think Lich has a lot of skills for Conquest and he makes really good maps which are in the style of the original maps, I think he needs to be in the middle of the action, I'm sure something can be worked out.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

i added liquergue map back (and deleted xanthor)
as well i added some kind of a manual, which is shown as the objective menu.

I hope this clarifies some things for all users. ;)
It also shows that conquest is a pretty fast to learn game, with just some most basic
options.
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Goal:
---------
-The goal of the game is to destroy all of your opponents' non-leader units.
-Temporary alliances (truces) are allowed, but remember that who you ally with one minute may turn into an enemy the next.
-There can only be one winner in Conquest. Unless it is a Team Game.
-Your leader is a token unit that will automatically be removed whenever your recruited units die.
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Economy:
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-Capturing villages will provide +1 income per village.
-Placing Workers on villages will provide another +1 income.
-Holding all the villages of entire Regions will grant you additional income.
-Look at the bottom left corner of the map to see the values for each region.
-At start of each players turn the income from cities and Region Bonus is displayed for some seconds. This doesnt take the gold from Workers into account.
-You can also see a players Region Bonus by pressing 'alt+s', then 'next Page'. The column called 'Base Income' displays the Region Bonus of that player.
--------------------
Recruitment:
--------------------
-You may recruit units from any village you own by right clicking it, but your village must be free of units.
-New recruits have 1 move and can attack.
--------------------------------
Special Unit Options:
--------------------------------
-Reinforce (=Heal) unit by right clicking it while it is in a Village or Oasis. All units (except Militia) can be Reinforced.
Reinforce gold costs depend on how much damage the unit has taken, and on the price of the unit.
It may be that the unit gets a HP and Damage Bonus also, this depends on how much XP the unit has left and how much it was damaged.
After reinforcing the Unit has 1 move and can attack.

-Units with the Fortify Ability can be fortified by right clicking on them and selecting 'Fortify'.
After fortifying the unit get +15% Defense but cannot attack anymore.
It also lose all moves and recovers just 2 moves on a new turn.

-Fortified units can be unfortified via right click, just like 'fortify'.
They get their ability to attack immediatly back upon 'unfortifying' but wont recover their moves until the next turn.

All right click menus contain more detailed information. To bring up the manual again press 'ctrl+j'. Click to continue.
The best bet is your own, good Taste.
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Gwledig
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Location: UK

Re: Conquest 2.0 - on 1.8 server

Post by Gwledig »

I did something similar, I'll see if mine can benefit from that above..
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

Gwledig wrote:I think Lich has a lot of skills for Conquest and he makes really good maps which are in the style of the original maps
well, i think lich lords maps are excellent.
the onyl reason that europe map is still in it is that it was the first map of conquest.

by actual standards i would have to take it out to make more place for better maps.

a seriously improved (and bigger) europe map woudl be really beneficial. i htink such a map is being used somewhere.

i also agree that bigger maps with mre villages offer more fun, tbh.
atm i think that 15-30 villages per player is a good value.

wesnoth map for example is a useable 1v1 map ;), maybe even 2v2 or 4player ffa.
but surely too small for 6 players

the gameplay that players expand as long they can until they meet another player and then set up ofenses or defenses while still expanding more and more, until the realms clash together and several places for possible attacks show up is really great and requires bigger maps.

right now i think UP TO 30 villages for 1 player is ok, so a 180 village map may be good for a 6 players game, no doubt. (well, suitable 6 player map range between 90 and 180 villages as a rule of a thumb)
ofc you can also try less players there.
Last edited by Mabuse on December 1st, 2010, 6:40 pm, edited 1 time in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

Gwledig wrote:I did something similar, I'll see if mine can benefit from that above..
surely we benefit from each others efforts.
as i have seen your "objective table" i just thought it would be good for a crude manual, so i sorted some points and thats it.
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

btw, speaking about troubles with players that dont have the Conquest Add On.

i think i will add a conquest era, if you start a game with the conquest era, players who dont have that era wont get allowed to join.
i think this is a good solution.
The best bet is your own, good Taste.
Condor
Posts: 2
Joined: December 1st, 2010, 6:11 pm

Re: Conquest 2.0 - on 1.8 server

Post by Condor »

I like what I am seeing here and will leave it be... if you would like to contact me just talk to Gwledig he knows where I am.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

just another update:
-----------------------

2.9.5:
---------

- i reduced the script size of the manual, since it was optimized for full screen,
but i recognized that on non-full screen the screen will blurr beyond recognition (for an unknown reason) if the size of the manual is bigger than the screen size.
now it may be harder to read, but at least it works.

- added a conquest era, so if you start a game with conquest era, only people with conquest add-on can join. (and they will see an add is required)


well, thats all for now.



btw, hello condor, i remember i have seen you in some games in the past :)
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

Gwledig wrote: ..maybe I'll steal 'arcadia' back again later after you rebalanced it... and turn into a Rift Vs Undead hell hole or something (lol)
ok, i take on redesigning arcadia map.
The best bet is your own, good Taste.
Lich_Lord
Posts: 105
Joined: December 23rd, 2009, 5:22 am

Re: Conquest 2.0 - on 1.8 server

Post by Lich_Lord »

Samrock is missing from the add-on, is this intentional or just a mistake?
Lich_Lord
Posts: 105
Joined: December 23rd, 2009, 5:22 am

Re: Conquest 2.0 - on 1.8 server

Post by Lich_Lord »

I made a map for 1.9 awhile back, before I knew how to code conquest. Its pretty well made I think, though it could probably use a little more village proximity. It also needs to be improved aesthetically, mainly on the mini-map. I'm not sure if I really want to take the time to perfect it, so if anybody else would like to work on it, I give them permission to do so. I also came up with a lot of names for the villages and places, so I can provide a list if anybody wants it.

Hmmm, having trouble posting the map....
Lich_Lord
Posts: 105
Joined: December 23rd, 2009, 5:22 am

Re: Conquest 2.0 - on 1.8 server

Post by Lich_Lord »

Here we go.
Attachments
Trinthia.map
I give you...Trinthia
(For Wesnoth 1.9.2)
(52.03 KiB) Downloaded 271 times
Lich_Lord
Posts: 105
Joined: December 23rd, 2009, 5:22 am

Re: Conquest 2.0 - on 1.8 server

Post by Lich_Lord »

I'm modifying the conquest maps that I've made so that they'll look better for 1.9, so I plan to post some modified maps of Surdmark, Gagarna, Samrock, and Liquergue fairly soon.
Lich_Lord
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Joined: December 23rd, 2009, 5:22 am

Re: Conquest 2.0 - on 1.8 server

Post by Lich_Lord »

Ok, just finished modifying the terrain of Gagarna, Surdmark and Torath so that it can be changed in the 1.9 add-on. I didn't change villages or anything like that, just making the map look more aesthetically pleasing since some terrain looks a lot different in 1.9 than 1.8.

I mostly just got rid of most of the flowers and the desert roads which didn't look very good. Also, the map was too dark green in general so I made it "dryer". Also changed the shallow water so that it is easier to differentiate between it and the deep water.
Attachments
torath.map
(45.46 KiB) Downloaded 265 times
surdmark.map
(89.21 KiB) Downloaded 279 times
gagarna.map
(45.46 KiB) Downloaded 269 times
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

atm, im not really sure why samrock isnt included in the dl.

i think i will put it back into the upload - right now

also i will make the "gold"-line in the regions overview be dispayed as yellow color
will take a few mins

any ideas how to make the game menue graphically more appealing are welcome, immediatly come the "side-gfx" of the kalifa recruit menu into my mind, which is currently just a little adahadth sprite and no unit portrait


@lich lord
the new maps will also get into the 1.9 upload asasp
(i guess in an hour or something)
The best bet is your own, good Taste.
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