Search found 870 matches

by Bob_The_Mighty
September 27th, 2022, 1:34 pm
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (Wesnoth in Space)

Hey. Thanks again for the feedback, I'm glad you're still having fun with this add-on. I'm reluctant to make big changes to recruit costs, but I'm open to more ideas about population growth, especially ways to make ground invasions more plausible. However, setting the static limit to 30 would mean n...
by Bob_The_Mighty
August 15th, 2022, 11:10 pm
Forum: Multiplayer Development
Topic: The High Seas (Naval MP Scenario)
Replies: 278
Views: 64747

Re: The High Seas (Naval MP Scenario)

I'm pleased to see this old add-on getting a new lease of life. I tried it out again recently and it was a fun game (I was quite surprised!) I have no intention of updating it, so it's all yours. However, here are my thoughts on the version I tried: 1. The start is very slow. I'd suggest removing th...
by Bob_The_Mighty
May 24th, 2022, 7:31 pm
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (Wesnoth in Space)

There's a new update for Galactic Empires on the add-ons server now. Thanks to everyone posting feedback and replays. GE 4.4 addresses almost all of the issues raised above. In summary: Transporters no longer blockade, Vendeeni are nerfed, Terrans have probes and new faction tech, and flagship promo...
by Bob_The_Mighty
May 9th, 2022, 11:27 pm
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (Wesnoth in Space)

Just catching up with all the replays posted above, very useful. Another update is needed, but I'd like to recap and discuss some of the suggestions made so far. 1. People seem to think blockade is overpowered. I'm reluctant to make things too complicated with a percentage deduction to economy, so I...
by Bob_The_Mighty
April 6th, 2022, 12:24 am
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (Wesnoth in Space)

Thanks for all the feedback, this is really useful. It was good to watch the replay of your games, I also spotted a few extra things. I think I've fixed the flightlab bug (seems to only misbehave when all inventors are in transit) so there will be an update soon. The custom GE AI is pretty much ther...
by Bob_The_Mighty
February 28th, 2022, 1:58 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 417
Views: 921812

Re: World Conquest II

I gave this campaign a whirl recently and it's still great fun. I played the version that comes with Wesnoth 1.16.1 and a noticed a couple of minor issues. 1. We reached one of the 'points of interest' and discovered the item that gives cold melee and slows, but the elf that picked it up didn't get ...
by Bob_The_Mighty
February 3rd, 2022, 6:46 am
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (MP Sci-fi Scenario)

There's a new version (4.0!) of Galactic Empires on the adds-on server for Wesnoth 1.16. This isn't just a port, it's a complete overhaul with tons of new features, countless bug fixes, new images, extra sounds and loads of unique abilities and units... - The science system has been rewritten to mak...
by Bob_The_Mighty
January 18th, 2022, 2:29 am
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (MP Sci-fi Scenario)

Hey, the latest version isn't uploaded anywhere yet, but your interest has reminded me to get it out on 1.16. By the way, I have kept the space/planet separation, as it's one of the core features of the add-on to have two arenas of combat. However, your idea about stargates is somewhat similar to ho...
by Bob_The_Mighty
January 4th, 2022, 1:05 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.16.1
Replies: 24
Views: 6533

Re: Wesnoth 1.16.1

I've been porting campaigns to the new version of Wesnoth and it seems 1.16.x has become a bit too fussy about potentially missing scenarios. I had to rewrite a chunk of code in The Altaz Mariners because it has a unique campaign structure. Now a different issue has cropped up with Den of Thieves. T...
by Bob_The_Mighty
December 2nd, 2021, 3:54 am
Forum: Multiplayer Development
Topic: Galactic Empires (Wesnoth in Space)
Replies: 609
Views: 230727

Re: Galactic Empires (MP Sci-fi Scenario)

Just a heads up that I've started on a major overhaul of Galactic Empires. I've chased down countless bugs, rewritten whole chunks of the code and added loads of new stuff. I'm also getting help from a charitable mystery dev on designing an AI capable of playing the mod properly. All the previous co...
by Bob_The_Mighty
October 31st, 2021, 5:09 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p pirate RPG) now with French translation!
Replies: 364
Views: 423870

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

So, there is another update to The Altaz Mariners for Wesnoth 1.16. Apologies to the 50+ people who downloaded the campaign since Friday. And thanks again to vghetto for helping me with the port. There may be other wrinkles hiding in the folds, but it seems playable now. Remember, this campaign was ...
by Bob_The_Mighty
October 30th, 2021, 10:34 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p pirate RPG) now with French translation!
Replies: 364
Views: 423870

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Thanks vghetto. That missing scenario pop-up is pretty annoying - you'd think it was enough just to mention it in the error log! Anyway, I'd already found a solution by simplifying the macro and repeating it. I implemented your unit changes, but there's something up with the Trapper. My 1.16 Trapper...
by Bob_The_Mighty
October 30th, 2021, 3:45 am
Forum: Scenario & Campaign Development
Topic: Drunkards, Dwarves and Doubloons now on 1.18
Replies: 15
Views: 4500

Re: Drunkards, Dwarves and Doubloons (formerly Knalgans of Steel) now on 1.16

Hey, MathBrush. I gave this a go, purely I think because of the title! A heist is a interesting idea, and it plays fine. I was doing it on 1.16 on hard and it took me about 3 tries to succeed at each scenario, which feels about right. Punishing, but just about doable. The only bug I noticed was on t...
by Bob_The_Mighty
October 29th, 2021, 6:55 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p pirate RPG) now with French translation!
Replies: 364
Views: 423870

Re: The Altaz Mariners (pirate co-op campaign) big update!

I've just uploaded new version of The Altaz Mariners to the add-ons server for Wesnoth 1.16.
This version incorporates Maboul's impressive French translation and a bunch of bug fixes (thanks to vghetto).
Please let me know how it runs on 1.16.
by Bob_The_Mighty
March 21st, 2021, 8:12 pm
Forum: Multiplayer Development
Topic: Return to Trent RPG (the long-awaited sequel to Fall of Trent)
Replies: 24
Views: 6760

Re: Return to Trent RPG (the long-awaited sequel to Fall of Trent)

I can't figure out how to get through the gate to the wizard's tower at the very beginning. Can you drop a hint? If you're still stuck, here's a tip... Try the simplest option, but do it a few times... By the way, Jacko the peasant explicitly tells you what to do if you save enough of his villagers.