A New Land addon - Wesnoth 1.4

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Postby Voi » June 7th, 2007, 1:09 pm

The games take so long, because they are quite big.. Once you get high income it really takes some time to move and buy new units.. However, smaller maps, like the Isar Cross, do not suffer from that. Btw. the thief is really funny ;).
I guess we will need completely new (= small) maps for ANL and then it would be fine.

The version 0.9.0a does not work for me ... when I downloaded it from addons I could not even start any game.
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Postby governor » June 7th, 2007, 4:10 pm

Smaller maps are being worked on. Also, once players are used to auto-farming/gold, turns are played much quicker.
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Postby governor » June 7th, 2007, 4:24 pm

Ken Oh wrote:You know, considering the relative complexity and the time it takes for players to take turns, I'd say this style of play would be much better suited to a single player scenario/campaign.


I don't disagree. Current plans are to eventually implement a single-player version that follows a compounding complexity scheme similar to most rts games utilize. I.E. The first map would have simple objectivessuch as making 4 farms and a university (while the enemy is very weak and not really present). Eventually the difficulty will increase into the full-featured version it is now.

In the meantime, the goal is to make mp as user-friendly as possible and to make the WML as light as possible.
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Postby governor » June 7th, 2007, 4:45 pm

Voi wrote:The version 0.9.0a does not work for me ... when I downloaded it from addons I could not even start any game.


What version are you using? Right now ANL is only for 1.2.x.
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Postby Voi » June 7th, 2007, 6:23 pm

I use 1.2.4... The zip (by Kernigh) works well.. but ANL from add-ons didnt work the day before yesterday... Wesnoth just stoped responding when I wanted either join the server or start my own game. And when I removed it from the camapaigns the problem vanished.

Btw. how does the auto-farming works?
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Postby CIB » June 7th, 2007, 7:22 pm

Btw. how does the auto-farming works?


When a peasant at the end of a turn has full movement left, it will automatically plant/harvest cash crops.
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Postby governor » June 7th, 2007, 7:41 pm

Voi wrote:I use 1.2.4... The zip (by Kernigh) works well.. but ANL from add-ons didnt work the day before yesterday... Wesnoth just stoped responding when I wanted either join the server or start my own game. And when I removed it from the camapaigns the problem vanished.

Btw. how does the auto-farming works?


If this happens when you select multiplayer from the main screen and then select join mp server wesnoth has not stopped responding. It is caching/generating all new files. You need to wait (sometimes 5 minutes, maybe more if your pc is very slow and outdated) before it caches all files properly.
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Postby Voi » June 8th, 2007, 12:04 pm

CIB - The autofarming really works :) , thx.

governor - ye, I had to wait some 5 mins.. It might be a bit off topic, but why there is such a lag, when there is almost none if I just unpack the zip file, which I downloaded from this thread?
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Postby governor » June 8th, 2007, 2:00 pm

Voi wrote:CIB - The autofarming really works :) , thx.

governor - ye, I had to wait some 5 mins.. It might be a bit off topic, but why there is such a lag, when there is almost none if I just unpack the zip file, which I downloaded from this thread?


THis is because the WML complexity increased dramatically in the latest ANL release.
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Postby TL » June 10th, 2007, 4:29 am

I downloaded the most recently posted zip and found a small bug. The +2 ranged damage option only takes away 1 iron ore even though the description says 3.

Also? Iron maulers with the charge upgrade rule.
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Ten seconds!

Postby Kernigh » June 10th, 2007, 10:54 pm

Voi wrote:I use 1.2.4... The zip (by Kernigh) works well.. but ANL from add-ons didnt work the day before yesterday... Wesnoth just stoped responding when I wanted either join the server or start my own game. And when I removed it from the camapaigns the problem vanished.


I did this experiment.

I created two Unix home directories (initially with no Wesnoth add-ons) and ran Wesnoth in both directories to set up my preferences (accelerated games, no full screen). Then, I downloaded 0.9.0a from the add-ons server into one directory. Into the other directory, I manually installed patch k4. Thus, by starting a multiplayer game (I used the "Hotseat game" option), I could cause Wesnoth to generate its multiplayer cache.

The "main_menu_new.ogg" song is 51 seconds long. It took a few more seconds, or about 54 seconds, to generate the multiplayer cache with patch k4. In the other directory, it took about 10 more seconds, or about 61 seconds, to generate the multiplayer cache with 0.9.0a. The difference was only about 7 seconds.

Yes, 0.9.0a uses a few more macros than patch k4, but it expands to about the same amount of WML. The exception is that 0.9.0a includes one more map (the "default test" map), so that involves some extra macro substitutions and generated WML.
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patch k5

Postby Kernigh » June 16th, 2007, 6:35 am

I took governor's 0.9.0a release from the add-on server and merged in parts of my patch k4. Meanwhile, I fixed TL's "+2 ranged damage" bug, and re-enabled help for all four players. The result is patch k5, a variant of 0.9.0a. For information about Kernigh's variant of A New Land, consult kernigh.pbwiki.com/NewLand. For specific information about changes between 0.9.0a and patch k5, consult the changelog.
Attachments
A_New_Land-k5.zip
This is A New Land, patch k5. This is a variant, not an official version from the add-on server. It contains the scenarios End Of Days, The Great Wall, The Last Stand, and that test map. Extract this zip into data/campaigns
(72.5 KiB) Downloaded 186 times
Last edited by Kernigh on June 16th, 2007, 6:40 am, edited 2 times in total.
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patch k5, continued

Postby Kernigh » June 16th, 2007, 6:39 am

As a bonus, here is a copy of Nyogtha's ANL_Maps with my hacks to make it compatible with patch k5. (Download patch k5 from the previous post in this thread.) This is the first version of ANL_Maps to work with any variant of 0.9.0a. Note that ANL_Maps patch k5 requires A New Land patch k5 to run.
Attachments
ANL_Maps-k5.zip
This is ANL_Maps, patch k5. This is a variant, not an official version from Nyogtha. It contains the ANL versions of Blitz and Isar's cross, and also AYBABTU. Extract this zip into data/campaigns
(11.6 KiB) Downloaded 167 times
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Postby _Nyogtha » June 22nd, 2007, 2:58 pm

Thank you, I have a lot of other projects right now, and it is really good that you had time to fix the map for the current release of ANL.
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patch k6

Postby Kernigh » June 22nd, 2007, 11:43 pm

I made a PACKAGING ERROR when zipping up patch k5; I forgot the A_New_Land.cfg or ANL_Map.cfg file, so if you were not upgrading, the installation did not work.

Here is patch k6. I fixed the packaging error, allowed thieves to steal 4 gold from players with less than 4 gold, and fixed an annoying problem in the Wesnoth lobby for scenarios with thieves and ogres. For information about Kernigh's variant of A New Land, consult kernigh.pbwiki.com/NewLand. For specific information about changes between patch k5 and patch k6, consult the changelog.
Attachments
ANL_Maps-k6.zip
This is ANL_Maps, patch k6, including Blitz, Isar's Cross, AYBABTU. This requires A New Land patch k6 (the other attached zip) or patch k5 to run!
(6.86 KiB) Downloaded 155 times
A_New_Land-k6.zip
This is A New Land, patch k6, including End Of Days, The Great Wall, The Last Stand. Unzip into data/campaigns
(73.27 KiB) Downloaded 171 times
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