Kingdom Builder Mod
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- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Kingdom Builder Mod
Today I created a mod that allows units to modify terrain and creates castles and villages, in sort of Age of Empirish fashion (doesn't use resources, however). The add-on also includes a 4p map called the Rise of Kingdoms (as sound as it cools its just a map devoid of villages and castles).
Feedback will be appreciated.
Feedback will be appreciated.
Last edited by PapaSmurfReloaded on January 26th, 2019, 8:50 pm, edited 1 time in total.
Re: Kingdom Builder Mod
Sounds cool, can you found villages or build buildings such as taverns or temples? I had something like that in mind for my own add-on.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
You can build keep+castles which act as a "Town Center"(age of empires), and then villages.
You may as well build roads, fords, farms and windmills(the latter two are merely aesthethic, no real function).
Building does not require materials, it just consumes the builder moves and attacks left, also there are a few rules that dictate how where you can build.
To win the game naturally you'll try to found as many villages to have a higher income, and fight your enemies. Game usually begin with a construction phase, followed by a conquer and fight phase which is regular wesnoth.
- PapaSmurfReloaded
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- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
New version with a few improvements.
- PapaSmurfReloaded
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- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
New version with a few changes, the most important being that being able to promote units to leaders is now an option.
- PapaSmurfReloaded
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Re: Kingdom Builder Mod
Added an option to destroy buildings and is usable in combat.
- PapaSmurfReloaded
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- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
Minor patch.
The possilbilty to actually get more income from farms and windmills exists, but I haven't added them into the game atm because players end up getting too much income.
The possilbilty to actually get more income from farms and windmills exists, but I haven't added them into the game atm because players end up getting too much income.
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
Update.
Promotion now costs 25g, it is on by default as well.
Build Your Kingdom Scenario now has a 60% Exp Mod instead of 80%.
Farms and Windmills have been removed since they only served a cosmetic purpose.
Promotion now costs 25g, it is on by default as well.
Build Your Kingdom Scenario now has a 60% Exp Mod instead of 80%.
Farms and Windmills have been removed since they only served a cosmetic purpose.
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
New version out, Manual is now an unsynced menu.
Players have an option to delete villages and castles from maps.
Players have an option to delete villages and castles from maps.
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
New version with minor changes.
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
Made the manual synced again, it was too unsafe.
Re: Kingdom Builder Mod
Just saying hi as thus is similar to my Wescraft mod which ive managed to get updated for 1.14 after quite a few years offline.. See the general announcement I added to the MP dev forum will bookmark and check out all your mods which look great, inc the rpg ones.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
- PapaSmurfReloaded
- Posts: 840
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: Kingdom Builder Mod
Thank you.Gwledig wrote: ↑July 19th, 2019, 6:28 am Just saying hi as thus is similar to my Wescraft mod which ive managed to get updated for 1.14 after quite a few years offline.. See the general announcement I added to the MP dev forum will bookmark and check out all your mods which look great, inc the rpg ones.
