Green Island

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myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Green Island

Post by myav »

(this message in the course of editing. I will finish in 1-2 days)

full technical documentation

current version: final 1.0.6

Map Genre: survival, pvp, rpg
Era: only Age of Heroes
Settings on start: use map settings
Difficulty: normal - very hard (players choose in the game)

Story

The population of the Green Island suffers from continuous opposition of local leaders: red Governor and blue King.
And in the heat of their hostility, 4 new lords land on the island, build keeps and declare themself as governors in their territories. This is a very angry old kings and they began to think of a new strategy - raise an army and kill all opponents or enter into alliance with some of them?


Gameplay

Waves

1. Both kings periodically send waves, hoping to kill their opponents. Players always receive warning before red waves and one hint in which turns will be blue waves.
2. Power of wave in the players territory is totally dependent on his relationship with the king, who sent a wave.
3. Each new wave has more stronger units, if to compare with the previous wave.

Power of the red waves:

1 peasant or merman per village\castle where was killed red guard
a). low taxes remove these peasants and mermans
b). high or very high taxes increases power of these peasants and mermans
c). an enemy player who has a good relationship to red king can supply any red wave and instead of the peasants you will be attacked by full list of lvl. 1 human units or lvl 2 human units.
d). if the village is destroyed, the fighter from this village will be much stronger and low taxes will not cancel him


1 fighter (lvl. 1) for each point of decrease relations with red king (max. 9)
a). an enemy players can supply these fighters too and their level can to increase to 2
b). you can to decrease only number of these fighters with your tributes and gifts (number of fighters from villages - not decreases)


red aggression greater than 4 => all red units have increased power
red aggression greater than 9 => all red units have strongly increased power

Power of the blue waves:


0 or 1 or 4 or 7 units (power and number of bandits are dependent on the relationship with the blue king)
blue aggression less than 1 => 0 units
blue aggression 1-2 => 1 unit
blue aggression 3-4 => 4 units
blue aggression greater than 5 => 7 units
blue aggression greater than 6 => all units have increased power
blue aggression greater than 8 => all units have strongly increased power
blue village destroyed => all units have an additional increase in power
blue village destroyed => blue aggression +2 in each calculating (power of the blue wave)

Villages

1. All villages are under the control of the old Kings and players will try to capture them fighting with the village guards.
(Be careful, village defenders are enough hardy that to increase their level before you kill them. Try to organize a strong attack if you do not want to lose in vain your time and troops.)
2. when a player kills the guard of the village, it worsens the relationship with the owner of the village and improve relations with other king.
3. When a player (or blue bandits) destroy the village, he again worsens the relationship with the first owner of the village and increases power of units from this village in all next waves.
4. if the red fighter (not the hero) seizes the village, he becomes fortified in it (doesn't move and has higher protection)
5. if the blue fighter (any) seizes the village, he destroy it. But, if this village belonged to their king at the beginning of game, he doesn't destroy it, fortified in it (doesn't move and has very higher protection) and he starts increasing aggression of the blue king each turn. Try to kill this fighter as soon as possible while power of blue bandits didn't become very strong.

Red tributes:

1. In the turn 1 strong red fighters ask 20 gold as tribute in each player.

if to pay:

fighter leaves
red aggression decreases on (2 - easy, 1 - normal, 1 - hard)
blue aggression increases on (2 - easy, 2 - normal, 3 - hard)

if not to pay:

fighter not leaves (it is difficult to kill him and he blocks a way from Keep, but if you kill him, you will get 10 gold)
red aggression increases on (1 - easy, 1 - normal, 2 - hard)
blue aggression decreases on (2 - easy, 1 - normal, 1 - hard)

2. In the turn 8 red King ask 20-100 gold as tribute in each player.
(30 gold -10 or +20 gold (if you refused or pay tribute to bandit's king for the village) + 0-20 gold from difficulty + 30 gold (if you stole his chest))

if to pay:

red aggression decreases on (2 - easy, 1 - normal, 1 - hard)
blue aggression increases on (2 - easy, 2 - normal, 3 - hard)

if not to pay:

you will be attacked by three strong red fighters: Swordsman, Heavy Infantryman, Javelineer (their power depends on the difficulty of the game)
red aggression increases on (1 - easy, 1 - normal, 2 - hard)
blue aggression decreases on (2 - easy, 1 - normal, 1 - hard)
if your blue aggression less than "-3" Bandits' King will suggest to you to join to him in the next turn

3. In the turn 22 red King ask 30-170 gold as tribute in each player.
(40 gold -10 or + 20-40 gold (if you refused or no to pay tribute to bandit's king for the village) + 0-20 gold from difficulty + 30-90 gold (if you stole his chest))

if to pay:

red aggression decreases on (2 - easy, 1 - normal, 1 - hard)
blue aggression increases on (2 - easy, 2 - normal, 3 - hard)
if your red aggression less than "-4" Red King will suggest to you to join to him in the next turn

if not to pay:

you will be attacked by three strong red fighters: Swordsman, Heavy Infantryman, Javelineer (their power depends on the difficulty of the game) (they are stronger than were in the turn 8)
red aggression increases on (1 - easy, 1 - normal, 2 - hard)
blue aggression decreases on (2 - easy, 1 - normal, 1 - hard)
if your blue aggression less than "-3" Bandits' King will suggest to you to join to him in the next turn

Blue tributes:

1. if any side seizes the blue village, in the next turn Bandits King will demand 30-100 gold in the player that lives in those lands.
(30 gold + 0-20 gold from difficulty + 20/50 gold if your blue aggression greater than 3/6)


if to pay:

blue aggression decreases on (2 - easy, 1 - normal, 1 - hard)
red aggression increases on (1 - easy, 1 - normal, 2 - hard)
next red tribute increases on 20 gold

if not to pay:

your land (player and all red units on his land) will be attacked by 9 strong blue units and 1 blue hero in the next turn
blue aggression decreases on (2 - easy, 1 - normal, 1 - hard)
red aggression increases on (1 - easy, 1 - normal, 2 - hard)
next red tribute decreases on 10 gold

2. If player pays "1." blue tribute, then in the turn 15 or in the turn 20 Bandits King will demand this tribute again (all are 1:1 if to compare with the first tribute) and this tribute will be the last.

3. if player steals a blue chest, Bandits King again will ask this tribute one time (all are 1:1 again)

other events

turn 6:

all players establish level of taxes
low:
no peasants or mermans from villages (if village is not destroyed)
income -10
red and blue aggression -1
medium:
no changes
high:
+4 hit points and +2/1 damage to all peasants and mermans from red villages in each red wave
income +10
red and blue aggression +1
very high:
+8 hit points and +4/2 damage to all peasants and mermans from red villages in each red wave
income +20
red and blue aggression +2

turn 13:

All players choose one of three events:

a). +100 gold to player
b). rich gift to the red king
(-4 red aggression, +3 blue aggression, if your red aggression less than "-4" Red King will suggest to you to join to him in the next turn)
c). gift to the old friends
(old friends changes: gifts cheaper on 5 gold, help cheaper on 10 gold, attack cheaper on 20 gold, each gift gives 2 units (instead of 1), each attack takes away one less gift)

turn 28:

Green fog emerged from nowhere and covered all island... When it came down, all kings felt weakness.

-20 hit points to all kings (players, red king, blue king)

the player kills the guard in the castle for the first time

player which lives in that land receives 50-100 gold (50 - easy, medium, 100 - hard)
from the next turn local forge starts its work
2 strong red units and 1 small hero will attack local player in the next turn (their power depends on the difficulty of the game)

the player goes on a chest

if a chest contains more than 60 gold:

player steals half gold from a chest
kings aggression increases on 1 to all players and on 5 to thief
other king reduces the aggression on 1 to the thief
3 units surround the thief and try to kill him

red or blue king collected 300 gold

(from gifts, tributes and rewards for killing of heroes)

He upgrade himself (+10 hit points, +1 to both attacks, +1 damage)
And now will be +1 hero in each his wave (max. +2)

turn 44

Red and blue Kings start to move and try to reach any the Keep.

If they succeed, they:

stop moving
restore all missing health
receive upgrade: +20 hit points +1 to both attacks
start to recruit lvl. 2 units (with medium bonuses)

turn 50

The army of undeads came to these lands and starts killing all.

All they have great bonuses and skills and all players will die 100%. Will win that king which will be the last survived when all other will die.

RPG elements

1. All players can upgrade any unit in the Castle (where was red guard) for (15 gold - easy, 25 gold - medium, 35 gold - hard)

+10 hit points, +1 to both attacks, +1 damage and unit becomes hero (if he still not hero)
after this, price of upgrading increases 3 times

2. when the smith will be rescued, the player can use local Forge.

System of improvements are the very advanced. The price of upgrade depends on current state of thing which we want to improve, and depends on: has attack or health various bonuses or not has.

When unit gets too many improvements in the Forge, he becomes a hero, and then the boss.

3. All players can study the various upgrades in the library of the Keep.

4. After killing or leaving red or blue king, their castles can be used once and any unit can be strongly upgraded.

Strategy on this map

There are a lot of variants how to win. The most effective are:

1. try to destroy villages of enemy players

a).each destroyed village strongly lowers chances to survive
b). but be careful. If the player concludes the alliance with one of red or blue kings... Destroying villages of that king, you won't weaken that player and only strengthen him


2. to make friends with one of kings and to use him against other players

a). If you have enough gold and good relations, they offer the help before each red wave
b). but if your amount of gold is insufficiently big, they won't offer you anything even at good relations


3. To create couple of very strong heroes in the Forge and to kill all other Kings.

4. to improve the relations with old friends in library and in an event of the turn 13.

After that, old friends can become as your strongest defenders or become the death for enemy kings.

5. to strengthen your king as soon as possible and to hope that other kings will die quicker, when undead army will come.

6. it is simple to try to survive (without attempts to do much harm to the enemy)

On this map kings die very often even without harm of other players.


Addon name: Green Island.

You can download this map on the addons server of the wesnoth.
Last edited by myav on July 9th, 2013, 10:18 am, edited 25 times in total.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Map greatly modified.

Changes:

1. If you kill units in forts, nearest Castle recive 50 gold, but in next turn friends of dead fort-man come and attack all mans near that fort.

2. Now, if you not attack native villages - no spawns and no attacks on your side.

3. If you kill green island natives in their villages and forts, they hostile to you more and more.

Example:
a). if you kill only 3 natives in their forts and villages, on your side will be spawn and attack with 3 native mans.
b). if you kill 6 natives in their forts and villages, on your side will be spawn and attack with 11 mans.

4. Now, players can't kill easy green island native warriors, when they spawn. Becouse they spawn and attack first.

5. Game now is not 90% survial and 10% players vs players. Time for new spawn after old spawn greatly inscreased. And players have a lot of time to kill enemy players.

6. Modified last attack with undead army. They now strongest and destroy villages when capture them.

Development to be continue...
Attachments
Green_Island_-_fast_noobs_kill.gz
Replay with last changes
(21.64 KiB) Downloaded 433 times
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

How to write script "immune to poison on unit" ?

Who can help and write this code there?
User avatar
Ken_Oh
Moderator Emeritus
Posts: 2178
Joined: February 6th, 2006, 4:03 am
Location: Baltimore, Maryland, USA

Re: Green Island

Post by Ken_Oh »

You can either make their race=mechanical or race=undead. However, this might have some unwanted effects. Not sure if there is a better way.
AI
Inactive Developer
Posts: 2396
Joined: January 31st, 2008, 8:38 pm

Re: Green Island

Post by AI »

Set not_living=true manually, but it's best to write a trait to do this, so the player can actually see it.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

[modiffications]
[object]
[effect]
not_living=true
[/effect]
[/object]
[/modifications]


This is correct ?

P.S.: but I NOT wanna undead or mechanical races. I wanna ONLY immune to poison. How to do this?
AI
Inactive Developer
Posts: 2396
Joined: January 31st, 2008, 8:38 pm

Re: Green Island

Post by AI »

Setting not_living=true makes a unit:
-immune to poison
-immune to drain
-immune to plague

These things are *not* separable.

If you give us some information about the unit you want this on, maybe we can think up a fitting trait.
Jozrael
Posts: 1035
Joined: June 2nd, 2006, 1:39 pm
Location: NJ, USA.

Re: Green Island

Post by Jozrael »

I'm sure you could make a WML script (included in the scenarios) that would just have an IF statement for that unit being poisoned, to unpoison it :p
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

AI wrote:Setting not_living=true makes a unit:
-immune to poison
-immune to drain
-immune to plague
.
How to write this code?

This is not work :( :

[modiffications]
[object]
[effect]
not_living=true
[/effect]
[/object]
[/modifications]
User avatar
woodmouse
Posts: 1435
Joined: August 9th, 2008, 6:26 pm
Location: Finland
Contact:

Re: Green Island

Post by woodmouse »

I'm not good at coding or anything, but I see there's modiffications. If this is not the problem, don't read this. :lol2:
Check out my sprites!
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

Map greatly modified.

Changes:

1. Now all forts are very functionals. If you kill defender and go into fort, you can:

a). 10 gold: Restore hp
b). 1 time recruite guardsman (15 gold) and patroller (20 gold). Guardsman stay in the fort (can't move), have good resistances, and powerful attacks. Patroller some weakly but he can to move.
c). 1 time upgrade your unit with weapons and armor from the fort (15 gold). Unit will recive +1 both attacks, +10 hp, +1 both damages (this is very good for kings and lvl 2-3 units).
d). when you capture fort, nearest Castle recive 50 gold.
e). if you kill red guardsman in the fort, agression inscrease + in the next turn his friends attack player, who kill guardsman.

2. Now all castles (players Keeps) are very functionals too. In the keep player-owner can:

a). 10 gold: restore hp
b). 30 gold: gift to natives (descrease native agression on the part of land, where keep located)
c). go into the library. In the library players can to learn knowledges: how to destroy enemy villages when you capture them (25 gold), how to capture or demolish enemy players Keeps (50 gold), how to contact with old races on this land.

3. If you wanna win in the game, you must to kill not only enemy players kings... You must kill bandits and natives kings too. This is not easy and some times - fatal :) for players (see replay in this post). Becouse, when you kill king, will be powerful bandits or natives spawn around castle

4. If you capture native or bandits castle or citadel (after killing king) you got a big control with sides: red and blue. In their castles you can:

a). restore hp
b). do attacks with bandits to any player from bandits castle (75 gold) or inscrease agression to any player in the native citadel (20 gold)
c) 1 time greatly upgrade your unit with best weapons and armor. (25 gold)

5. In the start of the game, native patrollers come to all players and ask tribute. If you give gold, patrollers go away with your gold to their king. If you not give gold and kill patroller - native agression inscrease (+2 units on each native attack).

6. If you capture bandits villages, they ask instant tribute and tribute in some turns.
If you not pay gold, you'll have a big problem in the next turn :wink: (bandits king send 10 upgraded units to kill player and destroy players villages).

7. Natives not like bandits, bandits not like natives. If player is good tactic, he can not pay any tribute. If he kill guardsman in the fort + capture bandits village with no tribute + not pay tribute to natives patroller on the turn 4 or 10.

Natives and bandits come in the same turn and kill each other :) + some native guards in native villages will be killed with bandits too. (see replay on this post, where black player do this tactic, but I do 1 nooby action, and bandits destroy 1 my village, they destroy my village only in 10% situations)

8. Native king and king of bandits both have chests near their castles (in replay they are invisible, but in the game, you see them). In chest player can to find 100 gold, but some problems come after steal :) (3 units-guards around chest + big native agression vs player or bandits attack vs player)
Attachments
best_replay_on_green_island.gz
(65.97 KiB) Downloaded 446 times
Last edited by myav on August 31st, 2008, 7:24 am, edited 2 times in total.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

In the replay you can't see all dialogs where was options (ask tributes, menu in the forts, menu in the keep). But you can see results after this actions.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

I wanna to write immune to poison to natives and bandits kings.

Who can to write full code there where immune to poison is realised?
IB
Posts: 330
Joined: September 28th, 2006, 11:38 am

Re: Green Island

Post by IB »

#define ABILITY_SELFCURE
[heals]
affect_allies=no
id=selfcuring
name= _ "selfcures"
description= _ "SelfCures:
Poison won't work."
affect_self=yes
poison=cured
[/heals]
#enddef

Put that in your abilities.cfg

Then just add:

[abilities]
{ABILITY_SELFCURE}
[/abilities]

To the unit.cfg
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Green Island

Post by myav »

added :)

But how to use this abiliti on my unit?
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