Mod : Advanced Wesnoth Wars

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Ruvaak
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Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advanced Wesnoth Wars

Post by Ruvaak »

Hi Soliton !

Ok, I will try to take care of it this weekend
Creator of Advanced Wesnoth Wars mod

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Ruvaak
Posts: 41
Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advanced Wesnoth Wars

Post by Ruvaak »

Soliton wrote:
October 29th, 2019, 7:57 pm
the icon of your addon seems to be about as big as your addon and takes up a significant amount of the addon list everyone downloads when connecting to the addon server. Please reduce the icon size or use a path to a mainline image instead of a data URI. The image seems to be a mainline portrait anyway.
I changed the uri by another picture 72x72, doing 14 KB. Hope it's ok ?
Creator of Advanced Wesnoth Wars mod

Soliton
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Re: Mod : Advanced Wesnoth Wars

Post by Soliton »

Perfect, thanks!
"If gameplay requires it, they can be made to live on Venus." -- scott

Soliton
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Re: Mod : Advanced Wesnoth Wars

Post by Soliton »

gnombat wrote:
October 30th, 2019, 12:04 pm
Shouldn't the add-ons server (and perhaps the client) validate the size of an image in a data URI, when the add-on is uploaded? It should always be exactly 72 x 72 pixels, right?
I don’t know if we need to enforce exact dimensions but could make sense, sure.
"If gameplay requires it, they can be made to live on Venus." -- scott

Lunyicon
Posts: 3
Joined: June 7th, 2018, 7:45 pm

Re: Mod : Advanced Wesnoth Wars

Post by Lunyicon »

hi, i just downloaded this mod using only no randomness and 0 damage ratio, i have noticed that in the damage shown "->(1-X)*N" in the attack enemy screen is the possible damage BEFORE time of day and vulnerability modifier, instead of the actual damage that is going to be dealt. any chance of fixing that?

Lunyicon
Posts: 3
Joined: June 7th, 2018, 7:45 pm

Re: Mod : Advanced Wesnoth Wars

Post by Lunyicon »

also AMLA lvl increse only gives 1more lvl after max, for example a soulless who is normally lvl 1 can only be promoted to lvl 2, and after that it can't be promoted to lvl 3. is this intended?
(I'm using 01,06,15,04,05 and the AMLA mod)

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Ruvaak
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Joined: February 3rd, 2019, 2:53 pm

Re: Mod : Advanced Wesnoth Wars

Post by Ruvaak »

Hi Lunyicon,

The day and vulnerability seems to not be taken in account for "no random" with the core functions I use in LUA, and since the damages deals are usually around 40-60%, it have less compact.

You can dig around the native experimental "Less RNG" in the game option, to emulate this.


"Increase levels after AMLA" option is just incrementing the level after you reach the max level. So for exemple, an unit who can evolve until level 3, will pass "level 4", after its first AMLA, etc. If you play a campaign, the number will be reset to "3" on next scenario in some cases.

It should not have any real impact in the game, except visually seeing how much time the unit evolved (which can make a huge difference if you enable "Extra AMLA bonuses"), so it's mostly intended for multiplayer. Did you noticed a problem with that ? like, it' block an evolution ? If yes, can you give me the unit name ?
Creator of Advanced Wesnoth Wars mod

samiamrg7
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Joined: January 9th, 2020, 9:36 pm

Re: Mod : Advanced Wesnoth Wars

Post by samiamrg7 »

Hi, I recently picked Wesnoth back up after maybe 10 years and decided to install your mod. (last time I played was on mobile, an iPod touch!)

I tried out the passive exp feature, but decided it was too much and tried disabling it in the middle of a scenario, but the code, aww_status.update_feature_04(0) didn't seem to work.
Here is an album with screenshots
https://imgur.com/gallery/5X5sD2I

From what I can tell, the the code meant to disable feature 4 (passive exp) instead disabled the healing exp for some reason. This is the second scenario of the South Guard campaign. I tried disabling the passive exp in the previous scenario and moving on to see if it would disable in the next scenario, but it didn't. I wasn't able to test if healing exp was actually disabled since I didn't have any healers on hand, but my units definitely gained passive exp still.

The third image is a picture of what add-ons I have installed. Most of them are not active, however. Besides AWW, only extra recruits, extra advancements, and non-fatal wounds are turned on in the campaign.

I understand this is an experimental feature, I thought I should bring it to your attention though.

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