6p - Survival reworked

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Nosmos
Posts: 46
Joined: September 27th, 2006, 9:41 am

6p - Survival reworked

Post by Nosmos »

I reworked the 6p - Survival from the mainline and tried to remove some of the issues (no advantage or no need to take villages, some factions nearly impossible)
The terrain has changed and some of the waves have also.
To install just unzip the file into your /userdada/campaigns folder.

At the moment its really too easy i guess.
The endgame also has its problems (when more players survive the ai sometimes ignores most of them and attacks only one). A solution could be that you have to survive some extra turns depending on how many players are left in turn 26. Another way could bo to add 2 more waves (after the skrim wave) with some final spawn and remove the recruiting ai.

Some feedback would be nice.
Attachments
6p_Team_Survival_.zip
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Krimzon
Posts: 23
Joined: July 24th, 2007, 4:02 pm

6p Survival

Post by Krimzon »

Sorry, could not find the thread for the original version of this map :)

Sargy, and myself have managed to finally finish it!

So, anyway - here's the replay
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6p_-_Team_Survival_replay.zip
Sargy and Myself (Map Settings)
(58.8 KiB) Downloaded 232 times
Last edited by Krimzon on November 21st, 2007, 8:56 pm, edited 1 time in total.
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Aethaeryn
Translator
Posts: 1554
Joined: September 15th, 2007, 10:21 pm
Location: Baltimore, Maryland, USA

Post by Aethaeryn »

I watched the replay, it looked incredibly close. Congrats!
Wesnothphile
Posts: 27
Joined: November 18th, 2007, 12:56 pm

Post by Wesnothphile »

We beat the 1.3.13 mainlined version of this map. But discovered a possible C++ bug in the process. I'm not sure if the bug is in this map's WML or in the recent lingermode fixes. You can see the victory replay as well as reproduce the map's crash for yourself. It's possible that the bug is unknown because few people beat the map and thus trigger the bug.

http://www.wesnoth.org/forum/viewtopic. ... 184#273184
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