Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)

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

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Ken_Oh
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Ken_Oh »

MCP wrote:Wormtongue makes defaming gestures at you.
Wormtongue spits on you.
Wormtongue steals something from you.
Wormtongue defecates on you.
*Wormtongue disappears in a cloud of smoke*


>:o
I wonder if there is a way to output to MP chat via WML. This would be an awesome way to make notes of things like this.

EDIT: heh, I could use [deprecated_message] but that'll say "Invalid WML found". I'm actually going to make an ideas post.
Pudels_Kern
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Pudels_Kern »

Found some bugs:
- potions heal the wrong amount of HP. All of them seem to heal 8 or 6, even the starting potion.
- undead uprade "hasten" adds +1 to the MPs left and not to the max MP
- my necromancer takes off his robe when I sell armor so I sell my current armor if I don't pay attention what I'm selling
- henchman still drop copies of their weapons when AMLAing
- I can only enter the walking corpse tree with undead. Still no skeletons or ghouls?
I'm using 1.6.0 (thought I schould tell that too)

First impression:
Level 1 was tough but the following levels seem not much harder but still fun. Enemys with extraweapons are really scary now :shock: .
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Thrawn
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Thrawn »

Unlike pudels kern, I found that the 1st time I played the new version, all potions healed 20. However, subsequent times, it has been normal.

It's much more challenging now--thank you ^_^ maybe level 1-2 are a touch too hard now-- as the miniboss enemies can easily have 8-7 attacks or the like (with a pick-up able weapon).
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
Exasperation
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Exasperation »

The problem with the potions is that the wrong consumable was being selected, so the potion that actually got used was determined by the order of the potions in your inventory, rather than the one you chose in the menu - Ken_Oh already has fixes for at least this bug and the 'unequipping armor while selling' bug.

Edit - the potion problem was actually in the previous version too, but nobody noticed because all of the potions were the same anyway. Progress!
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Ken_Oh
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Ken_Oh »

Thanks for the reports, guys. I hope to fix the remaining bugs so it's at least playable early next week. I'm also making it so you don't ever have a water level for the first few levels and after that you won't ever have a water level 2 levels in a row.

Then I need to re-write a bunch of stuff. Exasperation is being awesome and helping out with the design.

Re: Thrawn, NPCs are a way too powerful with weapons. There's a way I'm giving them stats, but I think I need to tone that down. Currently, something like a Rogue has around 30 Deft, which results in huge bonuses.
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Thrawn
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Thrawn »

Is there a way (I'm no programmer or anything) to scale the enemies stats by dungeon level?
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
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Slann
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Slann »

Why dont you make as on SX, that if you kill one unit, you can move again and attack? i say this because the game usually goes slowly for being a hack & slash map. Inst much common kill in one turn one unit, so it doesnt going to unbalance the game.
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Ken_Oh
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Ken_Oh »

That could happen, and I thought of that, but there are few issues. First, I'm using the same process to determine that for enemies as I'm using when you give it to one of your henchmen. Second is what happens if a unit levels? This goes for enemies and henchmen. You could have a henchman that you hired before going into the dungeon but now he's level 3 (or more). This goes for enemies too, since they might level as well. Last, the different stats give different bonuses. Deft will be better for daggers and bows while Body will be better for hammers and such.

Though, I'm always open to ideas. I, at least, want to have some way to increase henchmen beyond level 3. There might be some room for what you're suggesting.

Slann: I appreciate the consideration, but I'd really rather not go in that direction. There's the bloodlust ability (which I'm going to restrict to certain weapons eventually), but I was hoping henchmen and secondary actions (spells, potions, etc.) will make up for any lack of action during a turn. I don't want to get too far away from the base game, since it's not like the base AI can do what you mentioned.
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Gambit »

I know from experience that the AI will take advantage of any extra moves that they get. The problem is they won't be killing players as much as players will be killing them. :lol2: to do it artificially you might try something like this

at prestart set the variable hits_num to 0

then on attacker hits for the AI

if hits_num = 25 (or whatever)
give the current unit another attack and set hits_num to 0 again.
otherwise increase hits_num by 1.

this way every 25 (or whatever) hits, the AI will get another attack with whatever unit they're currently using.



it would take a lot of time to balance this against the players, and it might not even be worth it but I'm just throwing it out there since the suggestion was made for players to keep attacking. the AI would need something as well.
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Ken_Oh
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Ken_Oh »

Cool, I can look into it. However, I'm going to be more concerned with making AI sides use the same items and spells that players can use. As it is right now, the AI (and even your own henchmen) can use potions, which, though it needs some small improvements, was surprisingly simple. But, a spell like teleport will be much harder to implement in an intelligent way.
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Gambit »

you could even instead of just comparing hits_num to 25 or any set number do a random number.





so I just tried to post this and I got this weird page that said


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Unable to remove files within ./cache/. Please check directory permissions.

Please notify the board administrator or webmaster: cycholka@wp.pl
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luckily when I hit the back button the post was still there...
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Thrawn
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Thrawn »

Ken_Oh: How exactly do you have the stats working/set up for AI/henchmen? Do they all have the same, differ by unit, or what?

How I had assumed it worked (in my nontechnical mind) was fighter type units had a certain body:deft:mind ratio, ranged/quick another, and mage yet another.

Code: Select all

example:
fighter--(2:1.5:1)
ranged--(1.5:2:1)
mage--(1:1.5:2)
where the exact numbers would based off of a base stat, racial modifier, and level scale.

Code: Select all

example2:
-minotaur fighter-
body: 14(2base)*1.5(racial modifier)*1(level)=21
deft: 10(1.5base)*0.9(racial modifier)*1(level)=9
mind: 7(1base)*1.0(racial modifier)*1(level)=7

-lvl 2 goblin fighter-
body: 14*0.8*2=22
deft: 10*1.2*2=24
mind: 7*0.9*2=13
[/size]
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
Exasperation
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Exasperation »

Looking at the WML, the way it works is as follows:
Each race has a set of base stats (for example, orcs start with 5 body, 3 deft, 4 mind).
Bonus points are then awarded based on the unit's game stats: for every 8 hp it gets an extra point of body, for every point of movement over 3 it gets 2 points of deft, etc.
fgcc
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Missing menus

Post by fgcc »

I've downloaded the Wesband and Modular_MP era addons. I can start an mp game with the wesband map, but the only non-standard right-click menu I get is "Wesband Help". None of the other menus indicated in the help text appear when I right-click on anything. When I venture into the dungeon, if I kill a monster & it drops an item, I can see the item on the ground, but can't pick it up.

I'm using Wesnoth 1.6.1 on MacOSX 1.5.6 (Intel), and the only addons that I have installed are Modular_MP 0.2.8 and Wesband 0.1.8.

I've looked through this forum, but I haven't found anyone reporting the same issue.

BTW, I was thinking it would be cool if there was a rogue-like using the Wesnoth interface... and when I went to look at add-ons, there it was! Thanks for your efforts.
Exasperation
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Re: Wesband (You died in Wesband on dungeon level 2 with 9 gold)

Post by Exasperation »

In addition to selecting the Wesband map, are you also selecting the Modular RPG Era?
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