WesCraft - new mini multiplayer mod

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Gwledig
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WesCraft - new mini multiplayer mod

Post by Gwledig »

I am announcing a new mini multiplayer scenario - "WesCraft" roughly based on the old Warcraft RTS games where you could build structures such as stables and barracks and recruit units such as infantry, archers and wizards. You don't need to DL the mod to join a multiplayer game.

This is now available on the 1.12 Addon server.

Screenshot below: the Town Hall recruit/ options screen with upgrades for workers such as "Overseer" (+ moves for current workers on this turn)
Wescraft1.PNG
Screenshot below: The workshop recruit/ options screen showing possible technologies to research, if this is already done you will see a message stating the tech has already been researched
Wescraft2.PNG
How to play Wescraft (No download needed to join multiplayer)

- Victory: death of enemy Kings

- Defeat: death of your King

- WesCraft has no castles, right-click your workers to build structures

- Right-click your structures to recruit units and acquire new technologies

- Right-click worker to engineer terrain into new forms

- Capture a goldmine for + gold per turn

- Some units have ranged weapons (e.g. Bow), right-click to discharge it

A few more notes

- You need to have at least a "Town Hall" to make further structures, you can recruit further workers in the Town Hall.

- Any basic structures like the "Barracks" (recruit infantry) and "Stables" (recruit cavalry) don't need special technology to build, but some advanced structures will need an appropriate technology, e.g. the "War Factory" can be used to make war machines with siege ranged weapons, you will need the "Metallurgy" technology to build this.

- You can position a building when you build it with your worker, usually within 5 hexes of the spawn location, after you have moved it, you won't be able to move the building again.

- If you try to make a building or unit, but don't possess the required technology you will be notified of the required technology both in the recruitment list/ description and in an on-screen message.

- You will need to build a "Workshop" to research "technologies" such as "Metallurgy", "Armourcraft", "Horsemanship", "Gunpowder", "Hermetic Arts" etc. these allow for making advanced units in their respective structures, e.g. Stables, Garrison, Barracks.

- The Wizard Tower allows for making "Mages" there are several kinds such as the "Battlemage" which can cast offensive spells like "Arc of Glory" a 2 radius area attack, the "Thaumaturge" who can cast curses like convert foe, the "Summoner" who specialises in summoning creatures and the "Archmage" which has the most powerful spells such as summoning a dragon.

- Your worker(s) can also build fortifications, like ramparts and various kinds of towers, such as "Cannon Towers" with ranged cannon fire (1 radius damage), you can make siege units of various kinds such as the "Demolition man" and "siege car" (these do x6 damage vs structures).

- In addition to technologies researched in the "Workshop" you can research "upgrades" in some buildings such as the Town Hall and Temple, e.g. the "Overseer" upgrade adds temporary movement to all your workers in that turn, other upgrades are permanent, I will be adding more of these upgrades over time, similar to the upgrades you could find in the Warcraft games' "blacksmith" shop.

- Once you have researched "Gunpowder" technology in the Workshop you can make rifle, sniper and other ranged gunpowder units.

- Terrain surrounding structures turns to an appropriate terrain type, so cobbles will appear around your buildings, the worker can also use their "Engineer" menu to transform terrain they are standing on to other terrain types.

- You need to capture gold mines for +gold as soon as possible.

- You cannot move a unit onto a structure or fortification, these are like units themselves and can be attacked (they can only defend) you can of course move units onto goldmines to capture them.

- The "Watchtower" fortification has good line of sight so is good to keep an eye on your area of the map.

- When you recruit/ summon/ build/ cast spells/ fire ranged weapons, these actions all cost movement points, even for buildings which cannot move at all, so if your archer has 5 movement points you need to choose to move the unit or save some movement points to "fire" their ranged arrows, the same goes for fortifications with ranged attacks such as the Cannon Tower.

- When you recruit units you will need at least 1 hex free to do so.

Screenshot below: The barracks recruit/options screen showing infantry you can recruit
Wescraft3.PNG
Screenshot below: The "Engineer" menu available for Workers to transform terrain they are standing on
Wescraft4.PNG
Screenshot below: The usual menu options shown when right-clicking a structure
Wescraft5.PNG
Last edited by Gwledig on April 22nd, 2015, 10:34 pm, edited 5 times 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: WesCraft - new mini multiplayer mod - a few more screens

Post by Gwledig »

Screenshot below: example missile screen, the bowman is discharging an arrow, other units such as the dragon (dagonfire) and riflemen can use ranged weapons.
Wescraft7.PNG
Screenshot below: Mage recruitment screen, showing the different kinds of mages available
Wescraft8.PNG
Screenshot below: Temple recruitment/options screen and "divine" upgrades for some holy units such as paladins (made in stable)
Wescraft9.PNG
Screenshot below: Garrison (riflemen) units, you need "Gunpowder" technology to make these
Wescraft10.PNG
Screenshot below: War factory units, you need "metallurgy" to make the War factory and most units also require "Gunpowder"
Wescraft11.PNG
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: WesCraft - new mini multiplayer mod

Post by Gwledig »

Just added some fixes

WesCraft v.0.2

* Arc of glory spell for Archmage and Battlemage radius of effect halo increased to true value to show units being affected in the radius of the spell/ missile

* Bug with siege car's siegecannon ranged weapon, it wasn't doing x6 dam vs structures

* The King unit and structures should not now be affected by turn to stone Thaumaturge spell and this is shown in descriptions

* The paladin is now made in the temple like other divine units but requires a stables to have been build (and divinity technology)

* Increased all normal missile % chance to hit to 100% for now, I just find chance to fail totally annoying, I'm not sure this adds anything to the game and maybe makes it less desirable to go to the effort of making a ranged unit like rifleman only to see their shot fail time after time
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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Crow_T
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Re: WesCraft - new mini multiplayer mod

Post by Crow_T »

Gwledig wrote: * Increased all normal missile % chance to hit to 100% for now, I just find chance to fail totally annoying, I'm not sure this adds anything to the game and maybe makes it less desirable to go to the effort of making a ranged unit like rifleman only to see their shot fail time after time
Maybe this is a solution, you seem code-saavy enough to incorporate it if it suits you http://forums.wesnoth.org/viewtopic.php ... 81#p575581

I've played using the dwarvish shooters while using my mod and it's much more satisfying :)

Can this addon be played vs only AI opponents?

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Gwledig
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Re: WesCraft - new mini multiplayer mod

Post by Gwledig »

WesCraft 0.7

Some Thaumaturge curses such as Zombie touch and Turn to stone don't effect Kings or structures

Changed all standard movement for infantry and summoned infantry to 7 and cavalry to 10 (a few exceptions), this includes worker and king

All missiles and spells have ranged of 7, apart from sniper gunshot which is 10

Added many more maps, including conquest style maps, the higher mv points allows for use of these large maps

Modified some of the original maps so there are fewer mines where these were tightly clustered and added more land areas to some smaller maps

Worker can now move on deep water (costs 3 mv and 90 def) to allow for engineering deep water hexes into new terrain (e.g. to add a bridge)

Fixed error in scenario objectives/ intro screen (victory was shown as death of your king!)

Unnecessary windmills removed from the map as scenery

Added new structure "Farm" costing 5 gold and generates 3 gold per turn
Last edited by Gwledig on September 28th, 2014, 8:52 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
Posts: 538
Joined: March 30th, 2009, 5:10 pm
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Re: WesCraft - new mini multiplayer mod

Post by Gwledig »

version="0.9"

Added engineer terrain option "castle"

Added some new upgrades to barracks, stables, wizard tower, town hall, garrison, temple

Various small bug fixes
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: WesCraft - new mini multiplayer mod

Post by Gwledig »

Version 1.0

small changes such as additional boat

Boat stats fixed

Farm terrain changes to farmland properly (had accidently removed this
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: WesCraft - new mini multiplayer mod

Post by Gwledig »

1.1

Fixed really bad error I accidently introduced, all mines were removed!
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: WesCraft - new mini multiplayer mod

Post by Gwledig »

version 1.2

Fortifications can't fire missiles on turn they are made, making this in line with other units with ranged weapons.
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
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Re: WesCraft - new mini multiplayer mod

Post by Gwledig »

version 1.3

fixed workers recruited in town hall and farm so movement is 7 like starting worker
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: WesCraft - new mini multiplayer mod

Post by Gwledig »

1.4

Fixed a bug where siege x6 damage vs structures wasn't working
increased gold cost of grenade, dragonfire and cannon by 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: WesCraft - new mini multiplayer mod

Post by Gwledig »

version="1.5"

- Divine units with Fury skill changed from +5 when attacking to +10 to make it worth investing in these units
- Some gunpowder unit descriptions fixed
- King slayer unit added to Temple x6 dam vs Kings
- Recruit and Upgrade menus split up into separate menus
- Building demolish menu item is now last on menu list to avoid accidental demolition and renamed to "Wreck"
- Removed cannon cart, was a bit of a weird unit
- Added transport ability to warcart (wagon) made in War Factory
- Fixed boat and wagon so they can't load more than 1 unit, this was broken, I may allow multiple boarding later
- Tower mv changed from 7 to 5
- Some upgrade options accidently added 1 mv to units, this is now removed reflecting upgrade description
- You can use building upgrade options now when all surrounding hexes are occupied, this wasn't the case before
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: WesCraft - new mini multiplayer mod

Post by Gwledig »

version="1.6"

The worker's "engineer" menu now includes more expensive options to transform wider radius of terrain, i.e. 2 or 3 radius from location hex of worker, these cost more gold than the 0 radius (1 hex) version which is also still in the 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: WesCraft - new mini multiplayer mod

Post by Gwledig »

version="1.8"

Added Thaumaturge mage spell "Gooey blob" - this creates a pool of marshland around target enemy obstructing movement

Temporarily disabled the spell "undead touch" as it's buggy at the moment and not working...
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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WesCraft now on 1.12.0 server

Post by Gwledig »

WesCraft is now available on the new 1.12.0 server. Please PM me (Gwledig) or post to the WesCraft thread.
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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