The Dwarvish Treasure - Version 0.5

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Arhnayel
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Post by Arhnayel »

And the answer will be 42 ? xD
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Rhuvaen
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Post by Rhuvaen »

Baufo wrote:
Rhuvaen wrote: I could imagine that adding more quest-like hurdles on the path to gaining the treasure would be perfect. Such as having to unlock the inner regions by solving a puzzle [...]
Do you have some concrete ideas about this? I think the yetis/elementals are quite a bad solution for unlocking but all the other ideas I have got are not really good I think.
I think the elementals aren't _that_ bad. It's just that you can do other useful things while you wait for others to finish them...

Concrete ideas, let's see:
Combination lock: there is a "combination lock" somewhere (could be a magic pedestal) that takes four different tokens/orbs/keys of different colour in a specific combination or order. The players would need to get the tokens/orbs/keys in the first place (and there might be more than four colours), and unlock the path to the room where the pedestal/lock is (by moving onto a lever - the levers being guarded somewhere, too). When they move on the pedestal, they can arrange the tokens/orbs/keys in any order. Any that are correct attach and remain in that socket/keyhole (meaning subsequent tries - even by other players - become simpler). The wrong combination will have some effects: one of the tokens/orbs/keys is teleported elsewhere (either given a creep or placed in a random location), walls could shift, creeps could get a boost, or a hidden treasure chamber revealed (but another player might be closer).

Fortune-Tellers: there could then be creeps that don't die when you "kill" them, but instead they reveal a clue to you "blue before green" (meaning the blue and green tokens/orbs/keys belong to the combination in that order), or "red is the hering" (red doesn't belong to the combination). Afterwards, that particular fortune-teller gets a bonus to hp and resistance to the type of weapon you attacked them with... and they get transported to another part of the dungeon.

There could also be chasms with "drawbridges" that can only be operated on one side (allowing other players to block your return path). Basically anything that involves other than lethal forms of screwage of other players should be encouraged (the lethal one you already implemented :twisted:)!
Baufo wrote:And how would you solve the problem that the treasure might be unlocked before everybody has completed all quests? - Or should the scenario switch to a cooperative concept at all?
I fail to see the problem? I think there should be a way to allow other players to catch up. Maybe just give the player with the right combination a key (which can be stolen if killed), so he needs to step up and unlock the treasure chamber?

Mind you, these are just ideas... I don't know if they can be fitted into the DT concept (but I think in some form they could). But cooperative: I'd say you need a completely different scenario if you wanted to make this coop.
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Baufo
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Post by Baufo »

Version 0.5 alpha 1!
So far only the character type system is new: you can choose warrior, necromancer, dragon tamer, alchemist but no illusionist since I had no idea about the abilities he could get (which does not mean I am not going to add him if someone comes up with a neat idea).
It's quite an alpha version so far so please report all bug you find (I am sure that there are quite a lot of them) and also inform me about balancement issues.
I have uploaded it to the 1.2 campaign server although I have actually already started to convert my stuff to 1.3 but as long as 1.2 compatibility can be kept with rather small efford I am going to keep it.
I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
MCP
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Post by MCP »

Hey I have 1.2.1 on pub server and zeus and I downloaded the latest from add-ons only to find out it doesn't work.

No monsters spawn every turn. Yes of course we had use map settings on and the 'dwarvish treasure' era.
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DEATH_is_undead
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Post by DEATH_is_undead »

when i tried to play it as host or join in multi, it said i didnt have a unit. Anceint something.and it crashes wesnoth everytime :cry:
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Baufo
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Post by Baufo »

MCP wrote:Hey I have 1.2.1 on pub server and zeus and I downloaded the latest from add-ons only to find out it doesn't work.

No monsters spawn every turn. Yes of course we had use map settings on and the 'dwarvish treasure' era.
Sorry I missed this post, I will look into that and try to fix it, everything was working for me.
DEATH_is_undead wrote:when i tried to play it as host or join in multi, it said i didnt have a unit. Anceint something.and it crashes wesnoth everytime :cry:
Sorry but with such and undetailed report you really can't expect me to do anything. You might be reporting about a simlple typo in the scenario file or you installed DT not correctly.
I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
Akula
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Post by Akula »

:wink: i ve to admit i did not read all 10 pages .. however i downloaded the add-on (i was trying both in game and via web based access)

- then every time i want to start it i get some strange error messages ... something about teleport . the last line is : wesnoth will now exit but it does not .. cant exit or push the button.. so i just can close it via task manager then


i got the latest version (it did not work with the previous either)
tried to intall it several times .. (thought maybe corrupted dl)


is there any file missing or something?

anyone knows a solution ?

thanks
Akula, the Elven Ranger

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Baufo
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Post by Baufo »

Well, people you should know that if you want to report a problem which you expect to get fixed you should really provide more information than "I get a strange error message that says something".

I have just reinstalled Wesnoth (actually just deleted the userdata directory) and downloaded DT from the campaign server and everything was working fine.

PS: I have already seen people playing the latest DT version so I assume it worked for them. Maybe this is an OS specific problem (although I could not imagine how)?
I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
Neoriceisgood
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Post by Neoriceisgood »

Yo, sup?
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gabbro
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Re: The Dwarvish Treasure - Version 0.5

Post by gabbro »

Apologies for resurrecting this old thread. I just wanted to ask if there has been any consideration in upgrading it to 1.4?

This was my favorite add-ons. Besides the map and graphics, I liked how you couldn't really die (well, you could but..) and the way the game unfolded. Nice way to test units head to head and learn some of their strengths (at least until they became superunits). I thought the boss at the end could be made stronger, more hp, stronger attack (maybe teleport? I guess it is hard to give it more intelligence). I don't think I played the latest version of 0.5 much where you could choose a race and a class, but I liked Dwarvish Treasure prior to that addition and hope to see it again.
aokces
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Re: The Dwarvish Treasure - Version 0.5

Post by aokces »

I too would appreciate a new version of this. Although I can't say that many of the games I played were balanced among players, they were all incredibly fun. I especially liked the resistance bonuses later on.
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