Conquest Minus
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Pre-made Conquest Minus games
Pre-made Games
Overview:
Terminology:
Pre-made Game: a game that started by loading a Starting Savefile.
Starting Savefile: a savefile of the very beginning of a Conquest Minus game (version 3.1 and above), when a militia is ready to jump in a pool.
Notes:
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Mostly obsolete texts:
Overview:
Terminology:
Pre-made Game: a game that started by loading a Starting Savefile.
Starting Savefile: a savefile of the very beginning of a Conquest Minus game (version 3.1 and above), when a militia is ready to jump in a pool.
You can load Starting Savefile and start a game. If you don't know how to reload a savefile then read How to play a pre-made Conquest Minus game (you can skip point (1) if the game is in your disk already)
Game Start Data: a part of Starting Savefile; it includes data that control the starting settings: game mode (capitol, all-villages ...), both human spawns and spawn of Neutrals, starting gold, etc.Notes:
- If you reload a Starting Savefile then you will play a game with identical settings, including an identical spawn of units like in the original game.
- Game Start Data are included in any savefile and its content doesn't change during the game. Also it is identical for any Conquest Minus version (3.1+). Therefore it may be useful to copy Game Start Data (or its portions) from any savefile into Starting Savefile (read next paragraph 'How to create Starting Savefile from an ordinary savefile').
This way you copy game settings from one game into another, even between different versions of Conquest Minus. - Game Start Data is a text and may be edited quite easily, and so you can get a game with modified starting settings: a modified spawn, a modified starting gold, or even a different game mode.
- 'Game Saves' and 'Game Replays' must be distinguished. 'Game Replays' are missing Game Start Data.
- interesting Starting Savefiles may be published here: Database of Conquest Minus game starts
- (obsolete) Savefiles of versions 3.0.14-3.0.20 may be converted to Starting Savefiles (of versions 3.1+)
- Step 1 - create a Starting Savefile
- Step 2 (optional) - edit the Starting Savefile
- Step 3 - start a new game from the Starting Savefile
How to create a Starting Savefile
How to edit a Starting Savefile
How to start a new game from the Starting Savefile
Where is the directory of Wesnoth saves located?
Mostly obsolete texts:
relationships between 3.0.14-3.0.20 and 3.1+:
various, mostly obsolete text:
Last edited by SlowThinker on January 27th, 2014, 2:14 am, edited 12 times in total.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Conquest Minus 3.0.15
Conquest Minus 3.0.15 - for both Wesnoth 1.8 and 1.9/1.10
warning: the variant for Wesnoth 1.8 contains a bug that corrupts savefiles of maps with teleports
they can be repaired though:
Changes that affect the game mechanics:
the new tiny version of Ageless era (Ageless_Era_for_Conquest - v.2) works also with Wesnoth 1.9 / 1.10 and supports units in the map of Gabrithia.
warning: the variant for Wesnoth 1.8 contains a bug that corrupts savefiles of maps with teleports
they can be repaired though:
how to repair the save
- none
- the problems with replays of reloaded games (Errors in replays of reloaded games) were corrected
- Gabrithia (beta) by AlaskanAvenger
the new tiny version of Ageless era (Ageless_Era_for_Conquest - v.2) works also with Wesnoth 1.9 / 1.10 and supports units in the map of Gabrithia.
Last edited by SlowThinker on March 18th, 2012, 10:09 pm, edited 4 times in total.
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Conquest Minus 3.0.16
Conquest Minus 3.0.16 - for both Wesnoth 1.8 and 1.9/1.10
Changes that don't affect the game mechanics:
Changes that don't affect the game mechanics:
- for BfW 1.8: the bug that corrupted savefiles of maps with teleports has been corrected
- for BfW 1.9/ 1.10: no change.
- Attachments
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- Conquest-(1.8).tar.bz2
- (218.46 KiB) Downloaded 400 times
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- Conquest-(1.9).tar.bz2
- (220.62 KiB) Downloaded 383 times
Last edited by SlowThinker on February 13th, 2012, 7:10 pm, edited 4 times in total.
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Re: Conquest Minus
Occasionally I edit the posts that are linked from the Conquestopedia.
Now I added "Help noobs" to How can I help?
edit: I added version 3 of mini-Ageless era
Now I added "Help noobs" to How can I help?
edit: I added version 3 of mini-Ageless era
Last edited by SlowThinker on March 18th, 2012, 10:01 pm, edited 1 time in total.
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Conquest Minus 3.0.17
Conquest Minus 3.0.17 - for both Wesnoth 1.8 and 1.9/1.10
(it may be downloaded from the add-on servers)
Changes that don't affect the game mechanics:
(it may be downloaded from the add-on servers)
Changes that don't affect the game mechanics:
- for BfW 1.8:
Faerie Islands: Keltonia got its bonus - for BfW 1.9/ 1.10:
Gabrithia: a bug that spoiled the labels has been corrected
Faerie Islands: Keltonia got its bonus
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Conquest Minus 3.0.18
Conquest Minus 3.0.18 - for Wesnoth 1.10 only
Changes that affect the game mechanics:
Changes that affect the game mechanics:
- Drowned passengers are shown.
- Under presumption the hosting player ran Wesnoth in a small window, a bug of Wesnoth 1.10 (https://gna.org/bugs/index.php?19544) could prevent to show the dialog with the minimal village distances. In Conquest Minus this bug has been almost fully forestalled and is very unlikely now (but the dialog is rather ugly now).
- A player can right-click any teleport and scroll to the target hex. (Remember the target hex can be found also by identical runes on the source and target teleport hexes.)
- Some events (Heal, Board, Unboard) have been stressed, especially for non-active players (and only if the related position is not covered by a fog): the map scrolls to the event's position, a sound is played (not for the active player, because it would slow down his turn process), a passenger's move is shown, a floating text is shown.
The sound of healing cannot be heard by sides that cannot see the healed unit (in past everyone heard it) - Recruiting: The issue with a fog has been repaired. Also for non-active players the map scrolls to the position of the recruit (only if it is not covered by a fog)
- Celestia: a non-standard terrain graphics prevented to join people who didn't have Conquest Minus installed; therefore I removed the non-standard terrain
- Wesnoth: I dared to sligthly change this classic map. Dread Swamps, Vrug, Thoria got sligthly better movement among villages
Last edited by SlowThinker on April 6th, 2012, 9:12 pm, edited 3 times in total.
Re: Conquest Minus
Bug report - can't heal Gryphon in Layel (Segesta) [71,52] - black Militia is not an enemy!
Saved turn in attachment:
Saved turn in attachment:
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Conquest Minus 3.0.19
Conquest Minus 3.0.19
Changes that affect the game mechanics:
Changes that affect the game mechanics:
- adjacent enemy units don't prevent (full) healing.
- human horses on forested hills have a 40% defense again (it conforms BfW 1.8; BfW 1.10 introduced a 30% defense). edit: warning: human horses get a 40% defense also on plain forests, and it was not intended. Therefore version 3.0.20 is recommended.
Also movement costs and defense of units stopped to be adopted from mainline values.
- none
- Lotrando v. 1.24: many changes
Last edited by SlowThinker on March 31st, 2012, 12:35 pm, edited 2 times in total.
- Alarantalara
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Re: Conquest Minus
You do realise that, unless you redefine the forest terrains as well, horses will now have 40% defense on forested flat ground, which doesn't match 1.8 and is a much bigger change to their defense?SlowThinker wrote:
Changes that affect the game mechanics:
[*]human horses on forested hills have a 40% defense again (it conforms BfW 1.8; BfW 1.10 introduced a 30% defense). Also movement costs and defense of units stopped to be adopted from mainline values.[/list]
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Re: Conquest Minus
No, I didn't realize, thank you for the warning.
What changed since 1.8? Forests turned to base(flat)+forest in 1.10, and use the best defense of both terrains?
Could I return to the previous behaviour easily? I guess I would need an era and force all players to download it?
What changed since 1.8? Forests turned to base(flat)+forest in 1.10, and use the best defense of both terrains?
Could I return to the previous behaviour easily? I guess I would need an era and force all players to download it?
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
- Alarantalara
- Art Contributor
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- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Conquest Minus
You wouldn't need an era specifically, but you would need to define a lot of forest terrains in an add-on and require that it be downloaded (simplest is to just require that all players have your add-on - the map won't load for players without it).
You'd also need to copy out all the terrain_graphics definitions as well.
In 1.8, the forest was defined as forest everywhere except most hills where it was the best of both, unless it was a great tree or jungle, in which case it was still forest.
Then, in 1.9, several new hill and forest terrains were added.
This brought the number of exceptions to some ridiculous number and there were several bug reports about forest behaving inconsistently depending on which hill they were on (normal, dry, sand, snowy).
At the time of the change, there were 13 extra terrain definitions and for actual correctness, it needed at least 40, not counting the great trees (alive and dead).
Needless to say, making the mounted move type be the only exception was much simpler and achieved identical behaviour for all terrain but forested hills which was rare enough on maps that balance was minimally affected.
For your purposes, you could just do the ones for terrains you actually use in your maps, that is one definition for the forest and one for the forest + hills each time.
You'll need to make sure you use unique identifiers for all your forests, both in string and id. If you have the ambush ability on any unit, you'll need to either redefine it or make sure all your forest terrain strings start with ^F. You'll also need to check to make sure your terrain strings don't conflict with any other multiplayer add-on or else either your add-on or theirs will display out-of-sync errors when both are installed (Archaic Era comes to mind as it defines some new forests).
You'd also need to copy out all the terrain_graphics definitions as well.
In 1.8, the forest was defined as forest everywhere except most hills where it was the best of both, unless it was a great tree or jungle, in which case it was still forest.
Then, in 1.9, several new hill and forest terrains were added.
This brought the number of exceptions to some ridiculous number and there were several bug reports about forest behaving inconsistently depending on which hill they were on (normal, dry, sand, snowy).
At the time of the change, there were 13 extra terrain definitions and for actual correctness, it needed at least 40, not counting the great trees (alive and dead).
Needless to say, making the mounted move type be the only exception was much simpler and achieved identical behaviour for all terrain but forested hills which was rare enough on maps that balance was minimally affected.
For your purposes, you could just do the ones for terrains you actually use in your maps, that is one definition for the forest and one for the forest + hills each time.
You'll need to make sure you use unique identifiers for all your forests, both in string and id. If you have the ambush ability on any unit, you'll need to either redefine it or make sure all your forest terrain strings start with ^F. You'll also need to check to make sure your terrain strings don't conflict with any other multiplayer add-on or else either your add-on or theirs will display out-of-sync errors when both are installed (Archaic Era comes to mind as it defines some new forests).
Re: Conquest Minus
@Alarantalara
btw, sorry for asking and kidnapping, but how can you make it in 1.10 that units can ONLY move on forest-tiles?
in 1.8 you simply set movement cost of all others to 100 and forest to 1 (for example) and that was it.
however, in 1.10 then the units wont move at all - but how to make it that they move only in forest and not on flat either?
btw, sorry for asking and kidnapping, but how can you make it in 1.10 that units can ONLY move on forest-tiles?
in 1.8 you simply set movement cost of all others to 100 and forest to 1 (for example) and that was it.
however, in 1.10 then the units wont move at all - but how to make it that they move only in forest and not on flat either?
The best bet is your own, good Taste.
- Alarantalara
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Re: Conquest Minus
Using the built-in terrain definitions it's not possible. However, it wasn't possible in 1.8 either - try moving the forest-only unit over a forested hill that gave cavalry 40% defense.
However, it is possible to create units able to move over all forest and only forest with some care in terrain definitions.
Define a new terrain type, give it the id "forest_only" or something similar and a terrain string of Yfff (or something else). Then alias all your forest terrains to -,_bas,Ft,+,Yfff.
Then, give units that can only move in forest a movement of 1 in forest_only, and you can leave all the other units alone.
If you're also redefining all the forests as in my last post, the non-hill forests should have a movement alias of Ft,Yfff.
However, it is possible to create units able to move over all forest and only forest with some care in terrain definitions.
Define a new terrain type, give it the id "forest_only" or something similar and a terrain string of Yfff (or something else). Then alias all your forest terrains to -,_bas,Ft,+,Yfff.
Then, give units that can only move in forest a movement of 1 in forest_only, and you can leave all the other units alone.
If you're also redefining all the forests as in my last post, the non-hill forests should have a movement alias of Ft,Yfff.
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Re: Conquest Minus
Alarantalara, thank you for the elucidation.
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I don't want to force players to download the add-on, and I don't want any serious changes until Conquest- 3.1, so I will publish 3.0.20 now. It will revert to the 3.0.18 style, i.e. human horse gets 30% on both forest and forested hills.
I plan to apply the 3.0.19 style (human horse gets 40% on both forest and forested hills) from version 3.1, together with more changes.
But any feedback from the Conquest community is welcome.
---------------------------------------------------------------------------
I don't want to force players to download the add-on, and I don't want any serious changes until Conquest- 3.1, so I will publish 3.0.20 now. It will revert to the 3.0.18 style, i.e. human horse gets 30% on both forest and forested hills.
I plan to apply the 3.0.19 style (human horse gets 40% on both forest and forested hills) from version 3.1, together with more changes.
But any feedback from the Conquest community is welcome.
-
- Posts: 876
- Joined: November 28th, 2008, 6:18 pm
Re: Conquest Minus 3.0.20
Conquest Minus 3.0.20
Changes that affect the game mechanics:
Changes that affect the game mechanics:
- human horses get max. 30% defense on any forested terrain (including forested hills). This conforms to version 3.0.18.
- Attachments
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- Conquest-.tar.bz2
- (149.68 KiB) Downloaded 371 times
Last edited by SlowThinker on April 26th, 2012, 9:16 am, edited 1 time in total.