Conquest* for 1.18
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Conquest* for 1.18
Hi all! I ported Conquest*, an add-on created by enclave for Wesnoth 1.14.
First of all, what is Conquest?
Conquest is a game mode for multiplayer games which you play on custom maps. RPG elements are removed, instead new strategy elements are added:
Conquest Asterisk is a modification of Gwledig’s Conquest Original Gameplay. It has the same units and many maps in common, but adds
Other players don’t need to download the add-on to join your game, and thanks to new sprites in 1.18 they will see the same graphics as you.
I am still looking for other players to maintain this add-on with. And for new first-time players! Just host a game and see who joins.
There exists a Discord chat: https://discord.gg/jekZpTub3X
Another add-on which extends Conquest in unit variety and with additional maps is Conquest+ (for 1.16).
First of all, what is Conquest?
Conquest is a game mode for multiplayer games which you play on custom maps. RPG elements are removed, instead new strategy elements are added:
- You need to control regions to get bonus gold. Regions are a group of villages you need to own.
- Recruiting units happens in the villages you control, not with leaders or keeps.
- Naval combat is added.
- Combat is simplified and shorter. This shifts focus to the big picture instead of individual battles.
- Diplomacy with other players plays a role.
Conquest Asterisk is a modification of Gwledig’s Conquest Original Gameplay. It has the same units and many maps in common, but adds
- A random map generator.
- AI support for maps which use only the human faction.
- Options to change minimum distance of players.
- Options to increase the strength of neutral units.
Other players don’t need to download the add-on to join your game, and thanks to new sprites in 1.18 they will see the same graphics as you.
I am still looking for other players to maintain this add-on with. And for new first-time players! Just host a game and see who joins.
There exists a Discord chat: https://discord.gg/jekZpTub3X
Another add-on which extends Conquest in unit variety and with additional maps is Conquest+ (for 1.16).
Try out the dark board theme.
- unterwassermann
- Posts: 34
- Joined: August 2nd, 2023, 12:50 pm
- Location: Mars
Re: Topic: Conquest* for 1.18
does it work with 1.16
Re: Topic: Conquest* for 1.18
All the best for your mod Shiki!
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
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- Posts: 63
- Joined: March 24th, 2010, 7:01 pm
Re: Topic: Conquest* for 1.18
Great, I love Conquest
.
Is there a way to play the Conquest- maps/mod from older Wesnoth versions? Talking about the big maps that Lich Lord used to create and were played a lot many years ago ?

Is there a way to play the Conquest- maps/mod from older Wesnoth versions? Talking about the big maps that Lich Lord used to create and were played a lot many years ago ?
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- Posts: 63
- Joined: March 24th, 2010, 7:01 pm
Re: Topic: Conquest* for 1.18
Short Update, I am playing 1v1 games with Lich_Lord and we do have Surdmark teleports. If anyone intrested u can pm me 

Conquest* 2.0 released
Bigger update for Conquest is online — changelog is part of the add-on description.
Many of the changes aim for first time players.
Random Maps are good for a short game, especially with AI sides.
The World Map might be a good introduction to Conquest.
Many of the changes aim for first time players.
Random Maps are good for a short game, especially with AI sides.
The World Map might be a good introduction to Conquest.
Try out the dark board theme.
Conquest* for 1.18 - What happened last year?
Game-Settings tab
- You can set the turn limit like on normal maps – you're not asked in the first turn for this.
- You can enable shroud & fog.
- It would be is now possible for Gold per Village too, but it is locked to 1 to not accidentally enable it.
Move the mouse over the difficulty dropdown, you can see the spawnrates there! Besides the random spawns exist two difficulties which spawn units dependent on the region:
- Hard Balanced: Every region has one strong unit, and several weaker ones. It is of comparable difficulty to Hard.
Very small regions are harder to take than medium and big ones. - Hard Initial: Here bigger regions are better defended.
There is also a slider, which allows to advance enemy units over time.
So not only you improve, but also the difficulty adapts. Maybe this makes it more attractive to attack other players instead of only expanding.
If set to 8, enemy units will upgrade in turns 10, 18, 26, …
Try out the dark board theme.
Conquest* for 1.18 – Now with AI
New Release 2.3
Now one can play on all maps against the AI. I think this opens up Conquest for new players.
If you didn't play Conquest before, try some map against AI. The world map is a good start.
There are also new things for veteran players, the changelog is in the add-on description.
Now one can play on all maps against the AI. I think this opens up Conquest for new players.
If you didn't play Conquest before, try some map against AI. The world map is a good start.
There are also new things for veteran players, the changelog is in the add-on description.
Try out the dark board theme.
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Conquest* for 1.18
If anyone's interested, I made a revised version of the Crusades map. The only changes are to the Byzantine Empire.
This version is slightly closer to real geography. Sure, Wesnoth will never be perfect, but this version at least puts Constantinople on the European side of the Bosporus, where it belongs during this time period! The old location of Constaninople could be renamed Chalcedon, which was the actual city on the Asian side of the Bosporus at that time.
Anyway, feel free to download it and see what you think.
This version is slightly closer to real geography. Sure, Wesnoth will never be perfect, but this version at least puts Constantinople on the European side of the Bosporus, where it belongs during this time period! The old location of Constaninople could be renamed Chalcedon, which was the actual city on the Asian side of the Bosporus at that time.
Anyway, feel free to download it and see what you think.
- Attachments
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revised_Crusades.map
- (13.25 KiB) Downloaded 11 times
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Conquest* for 1.18 – version 2.4
Hi, I uploaded a new version, with the revised Crusades map.
Ideally, towns in Conquest should have more than one field of distance, because with just one field one can recruit and attack the other town during the same turn. But there are also already a few such cases in other maps. Feel free to change further.
There is also a new map in this release – the map from this post. A pity it didn't gain traction 15 years ago.
The map is well done, I noticed how it is designed to fit 6 players, spawns will be fairly distributed.
No matter how the regions were originally intended to be, they usually have towns which are safe from ships as well as others with ports. I made each island into a region. As there are not too many regions, I gave them slightly less gold than on other maps, to not have a too strong impact if one can't hold one. There is also a new mechanic, random assignment of villages into regions on a part of the map.
When playing against the AI, I gave it bonus gold worthy of one region.
All in all, it's a water map.
If you play on 1.19, you can also test the new ships which have been added to the game recently.
Et la traduction française couvre désormais tout le texte que vous voyez pendant un match.
Ideally, towns in Conquest should have more than one field of distance, because with just one field one can recruit and attack the other town during the same turn. But there are also already a few such cases in other maps. Feel free to change further.
There is also a new map in this release – the map from this post. A pity it didn't gain traction 15 years ago.
The map is well done, I noticed how it is designed to fit 6 players, spawns will be fairly distributed.
No matter how the regions were originally intended to be, they usually have towns which are safe from ships as well as others with ports. I made each island into a region. As there are not too many regions, I gave them slightly less gold than on other maps, to not have a too strong impact if one can't hold one. There is also a new mechanic, random assignment of villages into regions on a part of the map.
When playing against the AI, I gave it bonus gold worthy of one region.
All in all, it's a water map.
If you play on 1.19, you can also test the new ships which have been added to the game recently.
Et la traduction française couvre désormais tout le texte que vous voyez pendant un match.
Changelog
- Attachments
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- Conquest_Archipelago.png (53.13 KiB) Viewed 347 times
Try out the dark board theme.