Search found 38 matches

by vasya
Yesterday, 11:37 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

He IceTyp, thanks for the bug report! I think I've fixed the issue in the latest release, check it out ;)
by vasya
August 12th, 2020, 8:30 pm
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

@HonzaCZ Sure! You can start with copying the already existing add-on and starting local changes. See this wiki for the add-on structure: https://wiki.wesnoth.org/Addonstructure The "Laterlife" add-on was built like this. You can then see this article https://wiki.wesnoth.org/Create or others on how...
by vasya
April 10th, 2020, 10:55 pm
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

To be honest I have no clue why id would be considered numerical or what does it have to do with "distract" animation. But the change seems non-harmful, and I'm glad you did the research to confirm it fixes the problem. I'll trust you on that and merge.:) (Only I may change the commit-s description ...
by vasya
March 26th, 2020, 4:51 pm
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

Hey ghype, long time no see. What is the "reloading/doubling error" though? Can you provide a screenshot? Savefile? I'm clueless otherwise. Also, which map is it exactly. I'm only maintaining two of them - the original ones. For others, I might take a look and try understand, but then I'll still hav...
by vasya
September 9th, 2019, 7:22 am
Forum: Multiplayer Development
Topic: Afterlife - Afterift bug
Replies: 1
Views: 994

Re: Afterlife - Afterift bug

Hi Pyrochemik! I'm the author of Afterlife, so I won't be able to help with Afterrift, but maybe I can help diagnosing what's happening (the code is similar).

Do you have a savegame?
by vasya
January 28th, 2019, 7:29 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

Hi hay207, the map doesn't indeed have markers higher than 70%. This is by design. Moving fast at 70% is very hard already. If you want to make the end-game higher, chose more waves in game settings. I have some plans to move this setting to game start (instead of configuring before game starts), so...
by vasya
November 1st, 2018, 10:21 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

Saratos: I've made a new release to work-around the problem. Specific numbers are calculated for teams now, which should be impossible for other [modification]-s to change. Hopefully that'll fix things. Update to version 1.6.2 (or higher) to get the changes. ;-)
by vasya
November 1st, 2018, 8:31 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

Saratos: the problem is supposedly with some other add-on (modification) that changed internal team names of the map. Probably changed visible ones as well. The map is designed to have "East" and "West" team names. I'll take a look to see if I can work-around this and not rely on team names anymore....
by vasya
November 1st, 2018, 8:16 am
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 43
Views: 15132

Re: Afterlife -- survival and race maps

Hi. @Elder2, regarding "no free space" end of game. Well this is generally how Afterlife works in case of space being used up. It cannot continue normally. It cannot sanely choose which units to copy, and which not to. So it falls back to saying that the overflooded side has lost. In multiplayer gam...
by vasya
October 6th, 2018, 6:18 am
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 47
Views: 19841

Re: A mod to make Wesnoth's RNG a little less frustrating

Hi. If anything, I've made attempt at playing with RNG fairness myself as well. In contrast to all previous attempts I know of, it doesn't try to change probabilities per se. Instead it just... multiplies the number of strikes and and the amount of HP by a constant. The known downside of it is that ...
by vasya
October 4th, 2018, 5:35 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 7442

Re: Creep Wars addon

Sordolax, big thanks for the report! Fixed in version 1.2.0. Please update)
by vasya
September 26th, 2018, 6:41 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 7442

Re: Creep Wars addon

eurydike: I must unfortunately acknowledge that I don't have time with serious game changes ATM. A whole new category with exclusive items definitely sounds serious. I guess if you have energy to implement it, a fork would be the way to go.:) (That doesn't contratict with map development possibiliti...
by vasya
September 5th, 2018, 6:18 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 7442

Re: Creep Wars addon

@Ravana I'm still kinda doubtful about that (on both CW and Afterlife) -- I'm afraid it'll bring complexity and something people will forget about -- with not a lot of positive effect. Ideally trying to keep it as simple as possible. I may change my opinion on this if many player suggest the same th...
by vasya
September 5th, 2018, 6:15 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 7442

Re: Creep Wars addon

Added the new map to Creep Wars, enjoy ;-)
by vasya
August 13th, 2018, 8:30 am
Forum: Multiplayer Development
Topic: Creep Wars addon
Replies: 18
Views: 7442

Re: Creep Wars addon

intermediate review: * I like hills at 11-5, 12-5 very much. * the map is not symmetrical (12,17). This needs to be fixed * personally I'm a bit doubtful on further increasing the role of water creatures (4 water villages, the other 2 are adjacent) * btw note that said villages will also provide hea...