Defense of the Marshal (MP Scenario) [Version: 1.2.2]
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- Posts: 152
- Joined: March 21st, 2006, 10:25 pm
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."
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
anyway, thanks guys... with all your support, i hope DotM will be free from these bugs once again
and yea, weird things seem to happen when you control more than 1 side

anyway, thanks guys... with all your support, i hope DotM will be free from these bugs once again

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:
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.
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.
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."
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.
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."
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- Posts: 17
- Joined: August 5th, 2006, 5:38 am
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."
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
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