Search found 1267 matches
- April 11th, 2009, 12:19 pm
- Forum: Game Development
- Topic: Free war / strategy board games
- Replies: 28
- Views: 10849
Re: Free war / strategy board games
Wallenstein should be a good fit (currently on the market as Shogun, a remake in a feudal Japan theme). Economics and strategic assessment play a big role, and are cleverly implemented (you'll never be able to do as much as you want in a turn). There are custom rules for 2-player games, I believe. ...
- April 3rd, 2009, 3:15 pm
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 225355
Re: Wesband (Now with relevant info in the first post)
Just did a quick local test (running 1.6+svn from yesterday's checkout), and I'm not getting any weapons equipped (all that appears are the fist & rock). The store doesn't sell anything, either. Closing the inventory menu item a second time quits wesnoth to the desktop with the console message: ...
- January 7th, 2009, 9:15 pm
- Forum: Multiplayer Development
- Topic: What is a good way to fix the length of games?
- Replies: 11
- Views: 4108
Re: What is a good way to fix the length of games?
I think none of these are really workable, since villages change hands naturally with the ebb and flow of time of day (ToD). So it's basically up to which side is favoured by end-game ToD. If anything, a cumulative score (over all the turns) would need to be kept IMO. I don't see it working WML-wise...
- November 11th, 2008, 11:40 pm
- Forum: Ideas
- Topic: Random Map Generator Improvements
- Replies: 10
- Views: 4250
Re: Random Map Generator Improvements
Nah, just allow the user to manipulate the settings from the right-click menu, and then regenerate the map immediately (or on command) without advancing from one scenario to another. That'd be pretty convenient. True, but can it be done? I mean using the generator algorithm, not some hackneyed WML ...
- November 11th, 2008, 9:32 pm
- Forum: Ideas
- Topic: Random Map Generator Improvements
- Replies: 10
- Views: 4250
Re: Random Map Generator Improvements
some of the sliders do not even have a visible numeric scale, how are you supposed to record the settings you picked? Oh, I see. The slider values for hill iterations and size don't get displayed anymore.. Hm, I like this idea a lot and see a possibility of making another MP map generator with in-g...
- November 8th, 2008, 4:56 pm
- Forum: Strategies & Tips
- Topic: MP Mentoring Replays
- Replies: 0
- Views: 1072
MP Mentoring Replays
Today someone asked me to play a game of Rebels vs his Loyalists with him to practice that match-up. I'm not a fantastic player by all means, but liked the chance to try to consider and communicate meaningful aspects of gameplay to someone else (and get a firmer grip of them myself in the process, h...
- November 8th, 2008, 11:53 am
- Forum: Ideas
- Topic: Random Map Generator Improvements
- Replies: 10
- Views: 4250
Re: Random Map Generator Improvements
Hello - have you not found the "settings" button? You'll find all the options in a dialog there. :) By the way, 40x40 is enormous for normal 1v1 by typical MP standards. I'm intrigued that you consider it "small". I have a feeling that many random map players actually play more a...
- November 4th, 2008, 12:17 am
- Forum: Ideas
- Topic: Building animation sets at run-time
- Replies: 2
- Views: 1269
Re: Building animation sets at run-time
Of course it'd be pretty darn complicated, ... [and one funny example later] Actually...heck, it should be reasonably easy. :P Hah... is that an idea forming? :) Two questions: 1. wouldn't you just use team color to make the guy have a red sword and green helmet (a different team color per frame :P...
- November 3rd, 2008, 9:49 pm
- Forum: WML Workshop
- Topic: random numbers .....
- Replies: 14
- Views: 3244
Re: random numbers .....
How is the certain own unit defined? Perhaps the clients fire different events?Mabuse wrote:to specify this:
a player right clicks on an enemy unit (within a certain range of a certain own unit) and "SELECTS" a MENU OPTION ...
Really, this is quite complicated and we need to see some code...
- November 2nd, 2008, 7:00 pm
- Forum: WML Workshop
- Topic: Teleport Tile
- Replies: 20
- Views: 4731
Re: Teleport Tile
Maps don't have events, or other wml tags... check the documentation!Marty wrote:its not a valid map
- November 2nd, 2008, 2:37 pm
- Forum: WML Workshop
- Topic: random numbers .....
- Replies: 14
- Views: 3244
Re: random numbers .....
Hmh? All of those should trigger just fine on other clients too. The move/action taken is transmitted to the other clients, and they then trigger the events accordingly as well. I meant to say that these events trigger on one client initially, and the results (of random/options) are used on all the...
- November 2nd, 2008, 1:01 pm
- Forum: WML Workshop
- Topic: random numbers .....
- Replies: 14
- Views: 3244
Re: random numbers .....
It depends on the event context. In MP it's important whether the type of event is called on all clients simultaneously (giving a different result on each), or on one client only who then passes the result to all other clients. The second type is the events that you can use random in effectively. Ev...
- September 24th, 2008, 5:51 am
- Forum: Users’ Forum
- Topic: Farewell
- Replies: 18
- Views: 5445
Re: Farewell
What you have created for MP has been an eye-opener to other creators. You've truly taken the game to new frontiers! I am not at all surprised when you say that content-creation (especially on the scope of your works) sucks you in - I'm "clean" for the better part of a year and still feel ...
- September 13th, 2008, 11:50 am
- Forum: WML Workshop
- Topic: goto_x/y doesn't work with ai
- Replies: 6
- Views: 2164
Re: goto_x/y doesn't work with ai
That's really strange, because the following code works just fine for me in UW (not tested in the new dev branch): [event] name=side turn first_time_only=no [if] [variable] name=side_number numerical_equals=8 [/variable] [then] {MODIFY_UNIT side=8 goto_x 31} {MODIFY_UNIT side=8 goto_y 35} [/then] [/...
- September 9th, 2008, 5:22 pm
- Forum: WML Workshop
- Topic: goto_x/y doesn't work with ai
- Replies: 6
- Views: 2164
Re: goto_x/y doesn't work with ai
This definitely works. I suppose a turn refresh is too late - the AI will already have calculated moves for its units. Use a side turn event or ai turn event instead.