Conquest, Conquest+, Conquest+ Space Updates

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Gwledig
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Re: Conquest, Conquest+, Conquest+ Space Updates

Post by Gwledig »

All mods updated to fix a bug in loot ability (actually unused in original gameplay version but still present).
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)

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Gwledig
Posts: 538
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest, Conquest+, Conquest+ Space Updates

Post by Gwledig »

Conquest+ Space 3.11.8 updated - all ranged weapons can now be positioned when firing, allowing choice of firing direction, projectile moves set back to max when positioning adjacent to unit, uses work done on other mods like Chaoz, Lazersquad to refine the behaviour, user is prompted with message allowing re-positioning, if firing unit moves in same turn, the projectile looses abilit to reposition, otherwise projectile could follow unit across map, resetting each time...minor changes to length of some menu text, Intro and Objectives pages.
Major change to Conquest+ Space only - multiple firing now allowed for units with ranged weapons, firing now costs 1 mv instead of setting moves to 0, so unit can fire multiple times, this will potentially allow unit to kill opponent on a vila then move onto the villa, making this more an action vs strategy game unlike other conquest versions.

Conquest original gameplay update 1.10.5 - minor update reducing length of intro text and tweaks to objectives detailed help.

Conquest+update 3.10.7 - Magus' fireball can now be re-positioned when casting, allowing choice of firing direction, minor changes to recruit menus to reduce length of text and Intro/objectives text.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)

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Gwledig
Posts: 538
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest, Conquest+, Conquest+ Space Updates

Post by Gwledig »

Minor update on all conquest mods (apart from conquest original gameplay) where a variable name was changed to avoid conflict with a system variable.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)

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Gwledig
Posts: 538
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest, Conquest+, Conquest+ Space Updates

Post by Gwledig »

Conquest+ Space 3.12 update -
* Scaled some ranged projectiles which were clipping/overlapping hexes
* Added clicked unit sounds like Lazersquad/Chaoz/WesCraft, so when you click a unit you get a response sound, sounds are different depending on the unit, e.g. alien sound on Zygons, mechanical sound for tanks/mechs etc.
* Added some custom music to its own playlist, try turning on music to hear, the music shuffles.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)

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Gwledig
Posts: 538
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest, Conquest+, Conquest+ Space Updates

Post by Gwledig »

Conquest+ Space 4 update
Boat price fixed - sub now costs 20gp (vs 15) due to enhanced features like cloaked torpedoes.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)

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Gwledig
Posts: 538
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest, Conquest+, Conquest+ Space Updates

Post by Gwledig »

Conquest+ Space 4.2 updated
Replaced some WML causing possible OOS error hopefully now fully fixed, this was due to use of select for units to generate response sounds, at the moment I have had to change this to movement vs select.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)

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