World Conquest II
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Re: World Conquest II
Hmm i think this is already possible by changing a variable in the config.cfg file.
sure why not. Maybe you coudl suggest a concreate side configureation (which recallable units, which leaders, which extra unit would a dunefolk enemy coleader give to the enemies etc.), as its given here https://github.com/gfgtdf/World_Conques ... y.cfg#L254 for the other default enemy factions. i'll probably make it opional though.
Im curious, who is 'we' here?
You can see the enemy defnitions here:
https://github.com/gfgtdf/World_Conques ... my.cfg#L50
the {WCT_ENEMYlines desceibe each a side for that scenario and the last two numbers are the number of level2 and level3 recalls.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: World Conquest II
I'm hoping to see these additions soon or in the next update
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Re: World Conquest II
for dunefolk definitions :
recruit and recall
recruit
dune burner
dune piercer
dune rider
dune rover
dune soldier
recall
level2
dune scorcher
dune sunderer
dune raider
dune swiftrider
dune skirmisher
dune explorer
dune swordsman
dune spearguard
level3
dune firetrooper
dune cataphract
dune marauder
dune windrider
dune harrier
dune ranger
dune blademaster
dune spearmaster
commander and leader
level1
dune burner
dune piercer
dune rider
dune rover
dune soldier
level2
dune scorcher
dune skirmisher
dune explorer
dune swordsman
dune spearguard
level3
dune firetrooper
dune harrier
dune ranger
dune blademaster
dune spearmaster
for the others factions, the recruit list depend of the leader. to simplify, for dunefolk, all leaders have the same recruit list.
for nightmare level, $difficulty.enemy_power equals what?
recruit and recall
recruit
dune burner
dune piercer
dune rider
dune rover
dune soldier
recall
level2
dune scorcher
dune sunderer
dune raider
dune swiftrider
dune skirmisher
dune explorer
dune swordsman
dune spearguard
level3
dune firetrooper
dune cataphract
dune marauder
dune windrider
dune harrier
dune ranger
dune blademaster
dune spearmaster
commander and leader
level1
dune burner
dune piercer
dune rider
dune rover
dune soldier
level2
dune scorcher
dune skirmisher
dune explorer
dune swordsman
dune spearguard
level3
dune firetrooper
dune harrier
dune ranger
dune blademaster
dune spearmaster
for the others factions, the recruit list depend of the leader. to simplify, for dunefolk, all leaders have the same recruit list.
for nightmare level, $difficulty.enemy_power equals what?
Re: World Conquest II
hmm ye maybe we shodul do thin i also dont really want to invest muhc in findin the best recruilist if i have to change it anways for the 1.15 dunfolk chnages later.
according to this line
https://github.com/gfgtdf/World_Conques ... o.cfg#L153
its 9.
But for simplicitly of the impelementation i'd really prefer if we could just add another difficulty of the same format as above like so somethign like
{WCT_DIFFICULTY NIGHTMARE_II 12 8 1 0 no 52}
which will give the sides more lvl2 recalls, more lvl 3 recalls little more gold etc, ina way that im not 100% sure of. Or an even easier idea: i add some 'custom'/'debug' diffuicilty that'll give the player sliders to control these optiosn directlyScenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: World Conquest II
hi,
if you want thinner than that, let's make just 3 units to be leaders. these :
level2
dune explorer
dune swordsman
dune spearguard
level3
dune ranger
dune blademaster
dune spearmaster
they have the same recruit and recall list.
enemy.power = 12 so more recall in map 3 to 5. but no changes to map1 to map2 no? as the recall numbre is fixed :
i prefer the settings of nightmare II as the same of nightmare for this :
but changement in the number :
- map1 and map2 : recall X 2.
- map3 : recall +1
- map4 : recall +2
- map5 : recall +3
like this for 1p :
i dislike to give to players the control those options because that makes many things to do at the beginning to choose the right options.
and for the name, i suggest HELL instead of NIGHTMARE_II. NIGHTMARE_II can lead to a confusion.
it's thin what i suggest no?
if you want thinner than that, let's make just 3 units to be leaders. these :
level2
dune explorer
dune swordsman
dune spearguard
level3
dune ranger
dune blademaster
dune spearmaster
they have the same recruit and recall list.
gfgtdf wrote: ↑October 11th, 2019, 9:31 pm according to this line
https://github.com/gfgtdf/World_Conques ... o.cfg#L153
its 9.
But for simplicitly of the impelementation i'd really prefer if we could just add another difficulty of the same format as above like so somethign like
{WCT_DIFFICULTY NIGHTMARE_II 12 8 1 0 no 52}
which will give the sides more lvl2 recalls, more lvl 3 recalls little more gold etc, ina way that im not 100% sure of. Or an even easier idea: i add some 'custom'/'debug' diffuicilty that'll give the player sliders to control these optiosn directly
{WCT_DIFFICULTY NIGHTMARE_II 12 8 1 0 no 52}
enemy.power = 12 so more recall in map 3 to 5. but no changes to map1 to map2 no? as the recall numbre is fixed :
Code: Select all
###### enemy army for 1 player ######################
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_1
{WCT_ENEMY_BONUS_GOLD 150}
{WCT_ENEMY 4 1 0 0 0 1 0}
#enddef
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_2
{WCT_ENEMY_BONUS_GOLD 135}
{WCT_ENEMY 4 0 0 0 0 1 0}
{WCT_ENEMY 5 0 1 0 0 1 0}
#enddef
Code: Select all
{WCT_DIFFICULTY NIGHTMARE_II 9 7 1 0 no 50}
- map1 and map2 : recall X 2.
- map3 : recall +1
- map4 : recall +2
- map5 : recall +3
like this for 1p :
Code: Select all
###### enemy army for 1 player ######################
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_1
{WCT_ENEMY_BONUS_GOLD 150}
{WCT_ENEMY 4 1 0 0 0 2 0}
#enddef
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_2
{WCT_ENEMY_BONUS_GOLD 135}
{WCT_ENEMY 4 0 0 0 0 2 0}
{WCT_ENEMY 5 0 1 0 0 2 0}
#enddef
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_3
{WCT_ENEMY_BONUS_GOLD 140}
{WCT_ENEMY 4 0 0 0 0 3 2}
{WCT_ENEMY 5 0 0 6 0 3 2}
{WCT_ENEMY 6 1 1 0 0 "$($difficulty.enemy_power-6)+1" 2}
#enddef
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_4
{WCT_ENEMY_BONUS_GOLD 150}
{WCT_ENEMY 4 2 0 5 1 7 3}
{WCT_ENEMY 5 0 1 0 0 "$($difficulty.enemy_power-4)+2" 3}
{WCT_ENEMY 6 1 1 0 0 "$($difficulty.enemy_power-5)+2" 3}
{WCT_ENEMY 7 0 0 3 0 "$($difficulty.enemy_power-4)+2" 3}
#enddef
#define WORLD_CONQUEST_TEK_ENEMY_1P_SCENARIO_6
{WCT_ENEMY_BONUS_GOLD 175}
{WCT_ENEMY 4 3 9 2 0 17 "$($difficulty.enemy_power-4)+3"}
{WCT_ENEMY 5 2 8 0 0 "$($difficulty.enemy_power*2-4)+3" "$($difficulty.enemy_power-3)+3"}
{WCT_ENEMY 6 3 1 7 0 "$($difficulty.enemy_power*2-5)+3" "$($difficulty.enemy_power-3)+3"}
{WCT_ENEMY 7 2 1 0 0 "$($difficulty.enemy_power*2-5)+3" "$($difficulty.enemy_power-3)+3"}
{WCT_ENEMY 8 2 0 2 1 "$($difficulty.enemy_power*2-5)+3" 10}
{WCT_ENEMY 9 2 1 4 1 16 "$($difficulty.enemy_power-3)+3"}
#enddef
and for the name, i suggest HELL instead of NIGHTMARE_II. NIGHTMARE_II can lead to a confusion.
WC II Rework
Hello everone
as most of you remember, I talked to you about doing some changes in WC II and add new content. You suggested many good ideas but not all of them were realistic. However, I am gonna present all the changes I am planning to implement together with gfgtdf.
Please read all detailed changes so we can discuss the changes and find out what everyone ones the most. Here is a recap on what exactly we have to decide on. If at some point, no conclusion regarding one of the following questions was made, gfgtdf and me will decide regarding what the best for balance and future developments.
(1) Dunefolk And Other Alliances:
Which of the 3 given options do we choose on how to handle the addition of new alliance with Dunefolk?
(2) Fixing The Cult:
Do you agree with the suggested changes for the recruitment pattern? If not, how else would you want it to be?
(3) Revise Other Alliances:
Do you agree with the suggested changes for all the other alliances and their recruitment pattern? If not, how else would you want it to be?
(4) Creating New Alliances:
How many new faction alliances do you want to be added? Do we consider to create 3 new alliances with 3 default factions and the other 3 go in alliance with Dunefolk?
(5) New Items:
Do you want to see more items? Please suggest any item ideas if you have some!
If there is anything else you want to be implemented and I forgot to mention, make sure to leave a comment.
Thanks for your time.
as most of you remember, I talked to you about doing some changes in WC II and add new content. You suggested many good ideas but not all of them were realistic. However, I am gonna present all the changes I am planning to implement together with gfgtdf.
The Empire
Alliances
New Heros/Commanders/Enemies
Fixing Existing Heros
New Items
Other Changes
Please read all detailed changes so we can discuss the changes and find out what everyone ones the most. Here is a recap on what exactly we have to decide on. If at some point, no conclusion regarding one of the following questions was made, gfgtdf and me will decide regarding what the best for balance and future developments.
(1) Dunefolk And Other Alliances:
Which of the 3 given options do we choose on how to handle the addition of new alliance with Dunefolk?
(2) Fixing The Cult:
Do you agree with the suggested changes for the recruitment pattern? If not, how else would you want it to be?
(3) Revise Other Alliances:
Do you agree with the suggested changes for all the other alliances and their recruitment pattern? If not, how else would you want it to be?
(4) Creating New Alliances:
How many new faction alliances do you want to be added? Do we consider to create 3 new alliances with 3 default factions and the other 3 go in alliance with Dunefolk?
(5) New Items:
Do you want to see more items? Please suggest any item ideas if you have some!
If there is anything else you want to be implemented and I forgot to mention, make sure to leave a comment.
Thanks for your time.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: World Conquest II
hi,
Dunefolk : option 1 is the best for me. and the other 3 factions paired up with are dwarves, northerners and undead. because these 3 factions are paired with lawful factions. their heroes factions have to be set : like drakes (loyalists as heroes) or like loyalists (elves as heroes) ? i opt for loyalists heroes.
but if you add new alliances, you have to pair Dunefolk with the 6 others factions too.
Alliances : Tek unpaired some factions because they are really hard when paired. he wrote about it : lazy to find the post. the same reason for The cult to have the Dunefolk healer. as i suck playing the 3 elves alliances, better we ask some players if it's a good idea to re-pair them.
New alliances : you have now 9 factions (i dont count Empire). with the new alliances, there will be 21 alliances. and you have to set their heroes factions : northeners got undead as heroes. northeners and undead alliances got what factions as heroes?
New heroes : why not?
Fixing heroes : an hero who has level 1 as max level is unfair. so, you don't change or remove the walking corpse and goblin as hero.
New items : have in consideration that adding items means that there are less chance to get the good items like arcane and fire ranged, plague or drain.
+4 heal and + regen : there are already +8 heal and cure, +8 regen and +4 heal. imo, no.
full movement and +moves defense : i say no.
ok for the others items.
if i remember, precision means 90% of accurancy ? why not.
Fishes : i asked players about it. many dont have opinions, few answered they like the fishes. i have no opinion.
Dialog : i dont understand.
Castle size : ok to add 2 hexes for scenario 5.
Dunefolk : option 1 is the best for me. and the other 3 factions paired up with are dwarves, northerners and undead. because these 3 factions are paired with lawful factions. their heroes factions have to be set : like drakes (loyalists as heroes) or like loyalists (elves as heroes) ? i opt for loyalists heroes.
but if you add new alliances, you have to pair Dunefolk with the 6 others factions too.
Alliances : Tek unpaired some factions because they are really hard when paired. he wrote about it : lazy to find the post. the same reason for The cult to have the Dunefolk healer. as i suck playing the 3 elves alliances, better we ask some players if it's a good idea to re-pair them.
New alliances : you have now 9 factions (i dont count Empire). with the new alliances, there will be 21 alliances. and you have to set their heroes factions : northeners got undead as heroes. northeners and undead alliances got what factions as heroes?
New heroes : why not?
Fixing heroes : an hero who has level 1 as max level is unfair. so, you don't change or remove the walking corpse and goblin as hero.
New items : have in consideration that adding items means that there are less chance to get the good items like arcane and fire ranged, plague or drain.
+4 heal and + regen : there are already +8 heal and cure, +8 regen and +4 heal. imo, no.
full movement and +moves defense : i say no.
ok for the others items.
if i remember, precision means 90% of accurancy ? why not.
Fishes : i asked players about it. many dont have opinions, few answered they like the fishes. i have no opinion.
Dialog : i dont understand.
Castle size : ok to add 2 hexes for scenario 5.
Re: World Conquest II
Hi. Thanks for keeping WCII alive.
As someone who has played a game or two (thousand) and someone who worked with both Natasiel and Tekelili on past development, I have a few thoughts.
-Adding Dunefolk enemy: This is a good idea and will add some fun new challenges.
-New Alliances: Could be fun to try new combos. Be careful about adding too much at once. Try to include 1 or 2 only and see how they play before adding more.
-New Heroes: Be careful to add any hero that is not in default wesnoth. No custom units. Currently WCII is fully compatible to any player even if they don't have the scenario installed (only host needs it). Please keep it this way. There is a reason the WCII terrain is optional.
-New Items: I am not against new items. They can be fun. But the items currently in your list are not great. There is a reason that ranged upgrade items are more rare. Also, and very important, the more items you add to the total list reduces your chances of getting an essential item (drain/flight/ranged magic staff/etc.). More items muddies the waters.
Fishes: Keep fish heroes. Not every hero should be top tier. It's important to have crappy heroes to balance the challenge. Too much salt ruins the stew. If everyone is good then nothing is special.
Castle Size: I don't have a strong opinion.
cheers
As someone who has played a game or two (thousand) and someone who worked with both Natasiel and Tekelili on past development, I have a few thoughts.
-Adding Dunefolk enemy: This is a good idea and will add some fun new challenges.
-New Alliances: Could be fun to try new combos. Be careful about adding too much at once. Try to include 1 or 2 only and see how they play before adding more.
-New Heroes: Be careful to add any hero that is not in default wesnoth. No custom units. Currently WCII is fully compatible to any player even if they don't have the scenario installed (only host needs it). Please keep it this way. There is a reason the WCII terrain is optional.
-New Items: I am not against new items. They can be fun. But the items currently in your list are not great. There is a reason that ranged upgrade items are more rare. Also, and very important, the more items you add to the total list reduces your chances of getting an essential item (drain/flight/ranged magic staff/etc.). More items muddies the waters.
Fishes: Keep fish heroes. Not every hero should be top tier. It's important to have crappy heroes to balance the challenge. Too much salt ruins the stew. If everyone is good then nothing is special.
Castle Size: I don't have a strong opinion.
cheers
Re: World Conquest II
Wesnoth 1.14 and later will automatically download add-ons if needed when you join a game. So I'll probably not keep it that way.
In fact the 1.14 WCII version does formally require download ( alhough it technically doesn't, I just set this option to make people update to newer versions faster)
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: World Conquest II
Only if the WCII terrain is enabled (which is a checkbox). Otherwise, it does not require download.Wesnoth 1.14 and later will automatically download add-ons if needed when you join a game. So I'll probably not keep it that way.
In fact the 1.14 WCII version does formally require download ( alhough it technically doesn't, I just set this option to make people update to newer versions faster)
Response to Sathyre
So your suggestions are:
- Dunefolk & Dwarves
- Dunefolk & Northeners
- Dunefolk & Undead ?
Well, adding content for more experienced players is the goal of this update. New players will pick their favourite faction instead of going random. If some of the new alliances turn out to be "hard" then it's not a problem. Balance can be tweaked by changing the unit pairs.
The Cult at the moment is the "easiest" alliance as it gives you +8 healer as recruitable. Reason for removing Herbalist is that not only does is not fit in the alliance, but it no longer will be +8 heal but +4 heal/regen instead, which will not be that beneficial for that alliance. Other alliances have also no starting healers. If you require a healer on scenario 1 than you either try your luck with a the item list or the heros. If you are unlucky than you have to adjust your play-style according to that.
well, thats the beauty. Even some alliances are considered stronger and some easier, it really doesnt matter because everyone has other factions they can play the best.
No, there will never be 21 factions. As you said we have 9 factions without "The Emprie".
- Option #1 - will have the 9 default alliance and 3 new Dunefolk alliances. So you will have a total of 12 alliances.
- Option #2 - will have the 9 default alliance and only 1 new Dunefolk factions. But it will be like 6 new but you will not be able to pick because the paired faction for Dunefolk is random. So you have a total of 10 factions to pick, but in reality it is like 15.
- Option #3 - will have the 9 default alliance and only 3 new Dunefolk alliances and 3 new default alliances. Dunefolk will ally with 3 of the 6 default factions and the remaining 3 default factions will form 3 new default alliances. So in total you will have 12 Default alliances and 3 Dunefolk alliances. A total of 15 pickable alliances.
Well, for the goblin I will create a new (but very similar) lv2 - if we will not stay with core content only.
If we do stay with core content only, it is maybe a better idea to give both of them unique AMLA? Maybe even AMLA you can pick so you can costumize them? Just like the Dust Devil in UtbS or Konrad/Haldric in their campaigns.
They will stay lv1 but get stronger with every lv up. What do you think of that?
that means that the items that are gonna be added has to be stronger then I suggested them. I will revise them.
It is 80%. Maybe not strong enough. As I said, will revise all of them.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Response to jb
I do not plan to release anything without proper testing. My contribution on the Dunefolk Rework will show for that.
None of these units are custom, however they aren't core either (not all of them).
I think gfgtdf will decide wether it will stay core content or not, but generally speaking I agree with him. None of the current players are just casually playing wc when they see some one else playing it. Most of players are dedicated players who already own that add-on in they library. So that argument doesn't weight that much.
Correct me if I am wrong, but I think that you playing your own version of WC II so for you it would be good to maintain it core only so you wouldn't have to share it with everyone everytime you want to play with some new. But since you are playing your own version anyway, you wouldn't care that much over the state of the official WC II. If this does not apply to you, then I confused you with some with a similar nick.
I am currently revising the items and will propose better ones.
My suggestions does not speak of complete removal of the fish hero. It only sais that fish heros will drop only on water/swamp/"wet" tiles . That shouldn't be a problem since there is a lot of water tiles in all WC II. But if it should be a problem, I don't think it is a problem to increase the chance for them to drop on water tiles then normal.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: World Conquest II
You are wrong, you can try to deinstall your copy of wcII in your remove addons dialog and try to join any wcII game in the lobby. You will get the 'missing addon wcII, do you want to install it's dialog independent on whether it used the cystom terrain mod or not.jb wrote: ↑October 17th, 2019, 7:48 pmOnly if the WCII terrain is enabled (which is a checkbox). Otherwise, it does not require download.Wesnoth 1.14 and later will automatically download add-ons if needed when you join a game. So I'll probably not keep it that way.
In fact the 1.14 WCII version does formally require download ( alhough it technically doesn't, I just set this option to make people update to newer versions faster)
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: World Conquest II
In the Rebels+Northerners alliance i would rather see Grunt paired with Fighter and Troll with Wose. Grunt+Wose and Troll+Fighter just seems meh and to be honest this faction is already one of the weaker ones.
"A lion doesn't concern himself with the opinions of the sheep." - Tywin Lannister