Defense of the Marshal (MP Scenario) [Version: 1.2.2]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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BloodIssyl
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Joined: March 21st, 2006, 10:25 pm

Post by BloodIssyl »

the multiplayer problems stopped, but unstoning still didnt work if I controlled more than one unit.

To solve this, i say do away with the relentless tries to fix the "stoning" feature and go with JW's idea.
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Sapient
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Post by Sapient »

The stoning WML is fine, the problem is a Wesnoth bug. But... I *think* it's fixed in trunk now. Xan recently checked in some changes to the side turn event-firing code.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Swordy
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Post by Swordy »

ya I can do the temporary graveholes again, but the side turn bug still needs to be fixed coz it's not a DotM bug, it's a Wesnoth bug. Even if I redo the graveholes, there's still a possibility that a unit won't get teleported back to home during its turn.

and yea, weird things seem to happen when you control more than 1 side :roll:

anyway, thanks guys... with all your support, i hope DotM will be free from these bugs once again :)
alchemist
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Joined: June 14th, 2006, 7:42 pm

Post by alchemist »

My testing and playing over the weekend shows a couple of trends. It is very possible to complete a DoTM game now, but it is harder when you have to do a lot of player control changes.

I have found the best success when hosting a DoTM game if you follow these rules:
  • * If you are the host set yourself to last player (side 7). This guarantees that any control changes needed can be done at the end of the round, during your turn (i.e. no desperately telling a player to wait before someone's turn to fix a disconnect).
    * Never ever let anyone, including host, control more than one side with the same client
    * If you need to control more than one side, launch independent clients (no bugs so far with this method)
    * If you need to change side control, never use local player. Always set to AI, or immediately to a new observer. Always assign control to the new player during *your* (the host's!) turn.
Even if you follow all the above, changing control more than once or twice seems to be problematic. For this reason I have tried to stick more towards 2v2 games because it is more possible to complete them. It is too depressing to start a 3v3 DoTM, play for 2 hours, have two people leave, and find the game unplayable due to bugs.[/list]
elscouta
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Joined: November 21st, 2004, 1:47 pm

Post by elscouta »

Killing someone with the slow special is also buggy. Slowing someone without killing him is fine however. Bug #6474
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Sapient
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Post by Sapient »

Typically when a unit dies, you don't need to clear its status effects because it is being removed from play. However, for unusual situations it might be best to have a WML macro that clears all status effects, and use this when you intend to bring a unit back from the dead.

I haven't tried this myself, though I suspect it would be sufficient.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Swordy
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Joined: June 10th, 2005, 8:38 am

Post by Swordy »

thanks alchemist for the tips :) and elcouta too.

Sapient: okay i can do that but... it's still a bug right? i hope it will be fixed soon.

man... DotM is so good at finding bugs :wink:

edit:
DotM 1.1.10 has been published
- 'Slowed' and 'poisoned' is removed when killed (until the bug is fixed).
eyu100
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Post by eyu100 »

When a thief becomes an assassin, he reverts back to a 8-3 attack and cant be upgraded anymore.
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Sapient
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Post by Sapient »

Three points:
1) Players agree that the footpad's faction is too high-gold. (It's a better unit than many in the lower-gold factions.)

2) To get rid of the magenta in the add-on dialog, change the image path in your .pbl file to "unts/elves-wood/marshal.png~TC(8,magenta)"

3) mudglobs are the only creep without a drawback (until turn 10, when their fire weakness comes into play) - maybe they should lose their plague immunity to keep things interesting.


To change the zombie type of a unit, set its undead_variation to empty string, "swimmer", "drake", "troll", "wose", "mounted", or "saurian". This should work with WML [store_unit], though I haven't tried it.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
whitewater
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Post by whitewater »

How does their fire weakness not come in to play until turn 10? They have their fire weakness on turn 1.
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Sapient
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Post by Sapient »

Sure, they have it at turn 1, but it doesn't become a liability until turn 10. I'm not going to spell it out for you why, though here's a hint: turn 10 is when you can start buying creep upgrades and mudglobs are the only creeps that benefit (much) from ranged upgrades.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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JW
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Post by JW »

I thikn the Plague Staff needs to be changed somehow. Right now it costs 180 for a 7-1 Cold attack and sucks against 3 creep types, but owns against the other, hard.

Maybe if another creep type (that is useful) were added that's susceptible to Plague and the Plague staf price and damage were increased...



Plague Staff: 250g 8-1 Cold
Swordy
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Post by Swordy »

i'm gonna add peasants as creeps.
Sapient wrote:2) To get rid of the magenta in the add-on dialog, change the image path in your .pbl file to "unts/elves-wood/marshal.png~TC(8,magenta)"
I don't understand this. Why do I need to do this?
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zookeeper
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Post by zookeeper »

Swordy wrote:
Sapient wrote:2) To get rid of the magenta in the add-on dialog, change the image path in your .pbl file to "unts/elves-wood/marshal.png~TC(8,magenta)"
I don't understand this. Why do I need to do this?
To...get rid of the magenta?
Swordy
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Joined: June 10th, 2005, 8:38 am

Post by Swordy »

zookeeper wrote:
Swordy wrote: I don't understand this. Why do I need to do this?
To...get rid of the magenta?
What magenta? The ugly flag on top of the elf's head? What's the difference will it make if i add the "~TC(8,magenta)"? Please explain. Thanks.
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