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 »

this is different, if u use an overlay it's not an animation, it should still display.
I disable ALL animations and I can still see the tower overlays.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Mabuse
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Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

besides, who cares anyway ?
imagine, if you dont start wesnoth, you cannot play conquest.

if you disable animations, you cannot see animations.
The best bet is your own, good Taste.
SlowThinker
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Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

Mabuse wrote:if you disable animations, you cannot see animations.
But you should still be able to play Conquest. Or there should be a warning "turn animations on if you want to play this add-on"
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
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SlowThinker
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Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

During the code rewrite I noticed this problem:
At present Conquest-types are not diferentiated: units are differentiated neither by wesnoth-type (boths boats and dhows share type=Boat), nor by name (human and dwarvish Infantries share name=Infantry).
The current Conquest code differentiates by wesnoth-type, but this doesn't distingush some boats.
In my new code I want to set unique identifiers of unit types. It might be
  1. an unrenamable name
  2. a new variable inside units
The 1st option is easier for coding, and also players can identify units not only by images. On other hand players can't rename units, and renaming might be useful for making personal notes ... but these notes are visible for enemies, so their value is low ...

Which solution is better by your opinion?

(Gwledig, I wanted to look how you do it with towers, and I see you use "unrenamable". Your Stone Pallisade shows "Elvish Shaman" in the status bar, right? )
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
SlowThinker
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problems with Conquest Plus

Post by SlowThinker »

I had Conquest- and Conquest installed, then I dowloaded Conquest+.
Before the download I had Conquest maps somewhere in the middle od the scenario list, then Conquest- maps, and then some other maps.
After the download the list ends by Conquest maps.
:(

(I got same problem in past with Wesnoth 1.6, no Conquest involved)

Is anyone running 3 Conquests without any problem?
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
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SlowThinker
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Re: problems with Conquest Plus

Post by SlowThinker »

SlowThinker wrote:Is anyone running 3 Conquests without any problem?
It looks the problem name is "too many WML". I deleted Ageless Era and everything is OK.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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Gwledig
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Re: Conquest 2.0 - on 1.8 server

Post by Gwledig »

the shaman is the actual builder, once you use "build" (uses 'fortifications.cfg menu filtered on shaman/builder) it applies some new stats to the shaman to make it tower-like, 0 movement etc.

So the tower remains the shaman, but an overlay is applied in fortifications.cfg - depending on which fortification you made.

Yep I use unrenamable so there is a static name for the unit. cos we can't set a new unit type unless you make a new era, and this will require the user DL the pack to play, even its its just a single unit_type defining a new 'type'. this is why my units have the original unit type so ideally I would like the type shown for the shaman to be builder instead, but using unredeemable means "Builder" is shown in big letters above "shaman" and can't be changed.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Mabuse
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Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

conquest 3.0.0
will be out in a few minutes

changes
----------

- fixed fortify bug that gave 100% defense on deep water brigdes
(by making fortify dont give bonus on non walkable terrains)

- Mounted General +25 HP, -1 Strike
(stronger now, versus non assassin units)

- removed skeleton dragon from recruitment list
(also undead have the most offensive 20 gold unit, so they dont get a def unit)

- veteran ranks (additional damage and HP) given by reinforce
in case there are enough XP left after full heal
are now displayed graphical. there are up to 5 veterans ranks to be displayed
(1 to 5 bars, one bar for each rank, more than 5 ranks display 5 bars)

- in 1.9.x version, reinforcement variables are rounded down
(so no more fractions like 13.897 gold or damage +1.45 or something)

- new image for the kalifa light cavalry
(the old one looked to strong, so it got exchanged with the karadis picture)





whats next:
---------------

- add legendary and hero units
(optional selectable, all these legendary/hero units may be CUSTOM units)

- make ships display graphical if there are units onboard

- add overhauled and upsized "MIDLAND" Map.
The best bet is your own, good Taste.
SlowThinker
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Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

Any plans with the kalifa support that allows to play without any download?
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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Gwledig
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Re: Conquest 2.0 - on 1.8 server

Post by Gwledig »

I just added sand & snow movement to all factions lol
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Mabuse
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Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

SlowThinker wrote:Any plans with the kalifa support that allows to play without any download?
well, i will work on this soon

btw, i also was able to run all three conquests until i dl'ed ageless era.

another thing i might add (after some more thinking):
instead of adding legendary units and the like, all factions will get a general unit.
purely mainline units.

also i might tweak a bit fortify ability, so that you even cannot activate it while being on a deep water, unwalkable or impassable tile

maybe i raise city def of siegetrooper and troll from 50% to 55% (+5%).
The best bet is your own, good Taste.
SlowThinker
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Joined: November 28th, 2008, 6:18 pm

Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

Concerning the reworked Conquest code:
Nobody can put the unit definitions in? Gwledig, you seemed you would like to have the polished code ;)

I slightly changed the format and added some units with specialities (firststrike, worker...), so better if you download the new file.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
SlowThinker
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Re: Conquest 2.0 - on 1.8 server

Post by SlowThinker »

Gwledig, why do you publish both 6p and 8p versions? The 8p version should work with any number of players, shouldn't it?
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Mabuse
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Re: Conquest 2.0 - on 1.8 server

Post by Mabuse »

i second that. :)
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, i mworking currently on an overhauled midland map
i have some vacation so i might finsih it soon.

along with the map i make some slight tweaks

- siegetrooper and troll get 55% city def (+5%)

- all races get a general (except merman and drakes)
or better said: SOME races, if i can find some useful its for that.
undead: deathknight (raised to lvl4), kalifa: normal general with improved sand/hill movement
elves: elvish hero perhaps, maybe elvish lord (looks kinda puny though)
or even better: elvish sylph (need to reduce some terrain defs though)
dwarves: no idea
orcs: no idea yet

- fortify ability will not be selectable on deep water and unwalkable terrains
(right now you can select and activate it but it has no effect -
the menu says it has only effect on walkable terrains, but still need to be fixed)

- improved recuitment lists (i pack the unit def into macros and make the recruitment lists consist purely of macros, for better editing/expanding)

- also some units will get an ability that does nothing basicaly, but contains a description what can be done with the unit
(explain how to use workers, how to use boats (board), generals

- add midland map, with new recruitment lists of course ;)
(for example mordor (In the Map it is called "Banelands") will have orcs and a scale of 20 gold creatures (spiders + spectres) (or maybe trolls and spectres .. not sure ;))

- midland map is 77x76 sized and has about 120 to 130 villages
will support all game modes.
Last edited by Mabuse on December 28th, 2010, 8:16 pm, edited 1 time in total.
The best bet is your own, good Taste.
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