Topic: Conquest* for 1.18

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Shiki
Developer
Posts: 370
Joined: July 13th, 2015, 9:53 pm
Location: Germany

Topic: Conquest* for 1.18

Post by Shiki »

Hi all! I ported Conquest*, an add-on created by enclave for Wesnoth 1.14.

First of all, what is Conquest?

Conquest is a game mode for multiplayer games which you play on custom maps. RPG elements are removed, instead new strategy elements are added:
  • You need to control regions to get bonus gold. Regions are a group of villages you need to own.
  • Recruiting units happens in the villages you control, not with leaders or keeps.
  • Naval combat is added.
  • Combat is simplified and shorter. This shifts focus to the big picture instead of individual battles.
  • Diplomacy with other players plays a role.
While it is possible to play with up to 6 players, there is no need to wait that long. Playing with 4 players is perfectly fine, and so is 1vs1.
conquest.jpg
Conquest Asterisk is a modification of Gwledig’s Conquest Original Gameplay. It has the same units and many maps in common, but adds
  • A random map generator.
  • AI support for maps which use only the human faction.
  • Options to change minimum distance of players.
  • Options to increase the strength of neutral units.
Check the Custom Options tab when creating a game. If you want to have it like in classic Conquest, set Spawn Theme to 1g units.
Other players don’t need to download the add-on to join your game, and thanks to new sprites in 1.18 they will see the same graphics as you.


I am still looking for other players to maintain this add-on with. And for new first-time players! Just host a game and see who joins.
There exists a Discord chat: https://discord.gg/jekZpTub3X
Another add-on which extends Conquest in unit variety and with additional maps is Conquest+ (for 1.16).
Try out the dark board theme.
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unterwassermann
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Re: Topic: Conquest* for 1.18

Post by unterwassermann »

does it work with 1.16
Shiki
Developer
Posts: 370
Joined: July 13th, 2015, 9:53 pm
Location: Germany

Re: Topic: Conquest*

Post by Shiki »

I uploaded it now to 1.16 as well.
Try out the dark board theme.
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Gwledig
Posts: 598
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Topic: Conquest* for 1.18

Post by Gwledig »

All the best for your mod Shiki!
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
wtf_is_this
Posts: 63
Joined: March 24th, 2010, 7:01 pm

Re: Topic: Conquest* for 1.18

Post by wtf_is_this »

Great, I love Conquest ;).

Is there a way to play the Conquest- maps/mod from older Wesnoth versions? Talking about the big maps that Lich Lord used to create and were played a lot many years ago ?
wtf_is_this
Posts: 63
Joined: March 24th, 2010, 7:01 pm

Re: Topic: Conquest* for 1.18

Post by wtf_is_this »

Short Update, I am playing 1v1 games with Lich_Lord and we do have Surdmark teleports. If anyone intrested u can pm me ;)
Shiki
Developer
Posts: 370
Joined: July 13th, 2015, 9:53 pm
Location: Germany

Conquest* 2.0 released

Post by Shiki »

Bigger update for Conquest is online — changelog is part of the add-on description.

Many of the changes aim for first time players.

Random Maps are good for a short game, especially with AI sides.
The World Map might be a good introduction to Conquest.
Try out the dark board theme.
Shiki
Developer
Posts: 370
Joined: July 13th, 2015, 9:53 pm
Location: Germany

Re: Topic: Conquest* for 1.18 - What happened last year?

Post by Shiki »

options.png
Short briefing on changes. Look at the Custom Options section to find the map-specific options.

Game-Settings tab
  • You can set the turn limit like on normal maps – you're not asked in the first turn for this.
  • You can enable shroud & fog.
  • It would be possible for Gold per Village too, but it is locked to 1 to not accidentally enable it.
Difficulty of Neutrals
Move the mouse over the difficulty dropdown, you can see the spawnrates there!
difficulty.png
Besides the random spawns exist two difficulties which spawn units dependent on the region:
  • Hard Balanced: Every region has one strong unit, and several weaker ones. It is of comparable difficulty to Hard.
    Very small regions are harder to take than medium and big ones.
  • Hard Initial: Here bigger regions are better defended.
Adapting Difficulty
There is also a slider, which allows to advance enemy units over time.
So not only you improve, but also the difficulty adapts. Maybe this makes it more attractive to attack other players instead of only expanding.
If set to 8, enemy units will upgrade in turns 10, 18, 26, …
Try out the dark board theme.
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