Conquest, Conquest+, Conquest+ Space Updates

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Gwledig
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Re: Conquest+ Updates

Post by Gwledig »

version="3.3.0"

I figured that players were used to full mv needed to re-enter vilas for transports so I restored the need for full mv cost on all ships, starships, tank etc.

Edit - slight correction - "docking" mv cost is restored for boats and battleships (space/futuristic maps) but I wasn't able to do this for land vehicles and aircraft transport, still working on this.
Last edited by Gwledig on July 30th, 2014, 2:51 pm, edited 1 time in total.
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.3.1"

added Hyperdrive ship with 40 mv, same stats as the warp ship otherwise, costs 25 gold
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.3.1"

Completely re-wrote all filters based on ID, replacing with role, ability, trait etc. to correct bad practice of ID use for filtering

Fixed nuke damaging units with same ID due to above fix

Experimental fix to stop AI militia disappearing using above fix and spearman base unit instead of fog clearer
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.3.4"

Fixed normal infantry ability to access sniper shots (now only sniper units can access sniper shots), ..also after messing with displaying sniper as a trait it now shows as an ability (mainly because traits don't stack you can only have one trait per unit...)

Added "enhanced beacon" a super radar structure which the builder can make, with 25 line of sight, cost is 20gp.
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
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Re: Conquest+ & Conq+ Space/ ranged Updates

Post by Gwledig »

version="3.3.5"

Fog is cleared for all players on turn 1, non-player 1 players can see units through shroud

Sniper shot stats boosted to 60-1, 10 range

Added an additional fix to prevent AI being removed from map

Removed ranged weapons from warp ships

Fixed some typos in space 4 worlds map

Added special futuristic boats menu to space/ranged maps. The submarine has submerge ability and access to torpedo missiles (with submerge ability/ work on water only). The battleship has nuke missile access.

Fixed some hexes where you could not recruit boats on water in space 4 worlds map

Boat/ starship "king" units and infantry king units are all interchangably targetable by assassin/ boat assassin units, all assassin units on land, sea and space have the "assassin" ability in unit description.

Removed ranged weapons from assassin units in futuristic boat/starships recruit menus
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
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Re: Conquest+ & Conq Space/Ranged Updates

Post by Gwledig »

version="3.3.6"

Added a new space/ ranged map "old Earth" featuring the Earth surrounded by small asteroids, the sun (cosmetic only/ inaccessible map area) and moon (which is a region bonus)

Corrected an issue where starships could travel into the lower part of map (onto bonus list)
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.3.7"

Modified space map "old Earth" so villas are a little more spaced apart

Fixed bonus problems with Old Earth map.

Corrected ability of starships to transport "builder" infantry units, they can now do so.

Corrected starship builder description to remove laser, it has no laser.

removed id from some files such as starship builder, rift rider

Magus units in classic pack don't rely on IDs anymore to prevent summoning on turn 1
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.3.9"

Fixed some typos in space 2 worlds

Fixed missing hp for AI (!!!!)
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.4.0"

hopefully fixed docking for starcraft it should take full mv to re-enter a vila like boats

Removed the ability of any mechanical units to buy teleport, this seems OP for starships like dreadnaught
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
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Re: Conquest+ classic & Space / Ranged Updates

Post by Gwledig »

version="3.4.1"

"Test militia" label for AI renamed to "militia"

Fixed mis-spelling of Siege corrected across whole pack

Fixed side menu description of assassin skill so this is clear that assassin attacks work between land, sea and space units
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
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Re: Conquest+ Updates

Post by Gwledig »

version="3.4.2"


Player spawn for all game modes such as capitol, realm, standard is largely re-written using faster spawn macros

Most of the old conquest base code is now replaced with far simpler small custom macros, making conquest+ far easier to maintain

All game modes now consolidated into one macro

A few maps with incorrect villa numbers fixed

Above updates allow for far more precise and customisable capitol spawn and fix other issues such as empty villas after turn 2

Scenario files mow have the ability to switch off/ customise game modes

A new short game intro now replaces the old prestart objectives page which went blurry due to some blug the longer objectives is still available in game

Lobby faction, leader etc. are greyed out now (set faction/ hero has no effect in conquest)
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
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Re: Conquest+ Classic & Conquest+ Space/ Ranged Updates

Post by Gwledig »

version="3.4.3"

Various fixes - capitol spawn adjusted to work on maps properly

Capitol AI announcement screen restored

Starting gold is incremented by 1 for each player down the lobby list so lower players get correctly incremented gold to compensate start order, this is now irrespective of missing/ empty slots in game lobby screen

Conquest+ standard mode is fixed so empty places in game lobby don't result in errors

AI Spawn only activates for capitol or realm mode

In the event of standard/scattered mode having empty vilas after rounding and division of all vilas these are allocated to the last side taken regardless what side number was taken in the lobby (if an empty side(s) is present), this will usually be +1-2 villas

In the event of the last side in scattered/standard mode having less vilas than side 1 they will get +1 gold for each vila they are missing, this will usually be +1gp

Scattered mode in lobby should now work for conquest+ without affecting gold allocation, starting villas etc. in any game mode including REALM
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
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Re: Conquest+ Classic & Conquest+ Space/ Ranged Updates

Post by Gwledig »

version="3.4.4"
and
version="3.4.5"
and
version="3.4.6"

Added fiery halo to aircraft instead of magical halo
Fixed magus so they don't switch gender (that bug would take some explaining...)
Reduced the number of vilas in Old Earth space map so it's less cluttered, looking like a better map now
Fixed inaccurate "Magus" ability description (fireball was missing)
Various tweaks to the new player spawn code (capitol, realm, scattered/standard)
Pirate Islands map modified to include humans so this now includes pirate & human factions, note the similar faerie islands map features every faction from conquest+ classic including pirates
Pirate island REALM mode modified to remove faction names from regions, as this is just pirates/humans
Fixed REALM mode in new code so the correct starting gold is given and REALM player spawn militia get normal movement (stop them walking on water etc.)
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
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Re: Conquest+ Updates / Space/ Ranged

Post by Gwledig »

version="3.4.7"

Removed warp and hyperdrive ships as these were looking Op
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
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Re: Conquest+ Updates

Post by Gwledig »

The launch announcement about Conquest+ Space/ Ranged sums up the mod here http://forums.wesnoth.org/viewtopic.php ... 63#p583163
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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