A Random RPG Adventure

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

Moderator: Forum Moderators

Post Reply
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Maybe overtaking this village by a neutral side, had caused this or the spawned units somehow require income? And there is of course the problem, that the villages can be blocked by neutral npcs. Maybe you should add an option the scare neutral units away ^^ "Ssh" "Ssh".
I checked the code there is nothing that could cause this as far as I have noticed, are you sure you were using an RPG Era and not one where the AI recruits units?
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version, changes to AI DM Map.
-Added Riddler random event.
-Modified slightly Goblin Mines and An Alchemist Remedy, adding some choices and stuff to do while questing. I am hoping I will be able to do this in more quests soon.
-Corrected some typos.

EDIT: New Version, again.
-Modified slightly Cattle Thief and Desert Ruins quest.
-Fixed typos and minor bugs.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version, fixed and small rework for a few quests in the AI Mode (Pirate's Tale, Merchant´s Errand).
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Fixed typos and somewhat improved quest narrations in AI DM Classic.
User avatar
Heindal
Posts: 1343
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Re: A Random RPG Adventure

Post by Heindal »

PapaSmurfReloaded wrote: December 25th, 2018, 3:33 pm
Maybe overtaking this village by a neutral side, had caused this or the spawned units somehow require income? And there is of course the problem, that the villages can be blocked by neutral npcs. Maybe you should add an option the scare neutral units away ^^ "Ssh" "Ssh".
I checked the code there is nothing that could cause this as far as I have noticed, are you sure you were using an RPG Era and not one where the AI recruits units?
I'm not sure about this. It could be that I did not use the RPG Era, so this could be the problem.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Small patch, resurrecting people now (again) costs no money.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

-Major Change: Now players may select the difficulty of the AI DM Random Combat with sliders, changing both probability and enemy party max size.
-Fixed a bug if Elvish Avengers and Dwarven Dragonguards not spawning in AI DM Colloseum.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Patch with quite a few changes:
-DM can modify Companion Recruits Points.
-DM has an inventory of his own with items he can use on his units.
-Fixed few bugs with Classic Quests dialogues showing to the DM.
-Damaging potions can no longer kill units.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New version with a few minor bug fixes AI Classic.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Fixed minors bugs and did some changes to the Merfolk Quest.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

New patch with minor fixes.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Last patch of the day, I somewhat increased the difficulty of many quests, it should be no big deal though.
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

Minor changes to Classic and Underworld maps.
hay207
Double Style Tourney #1 Champ
Posts: 121
Joined: November 26th, 2009, 5:46 am
Location: Egypt

Re: A Random RPG Adventure

Post by hay207 »

Is it for 6 players?
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
User avatar
PapaSmurfReloaded
Posts: 819
Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: A Random RPG Adventure

Post by PapaSmurfReloaded »

hay207 wrote: January 23rd, 2019, 7:06 pm Is it for 6 players?
Nop.

-The AI Dungeon Master mode can be played by a minimium of 1 player and a max of 4 players.

-Human Dungeon Master maps (premade adventure included) require a minimium of 2 players(one controlling the DM and the other a hero), and supports up to a max of 5 players by default (white -side 2- is normally controlled by the ai, but it would be alright if the Dungeon Master wanted to control it). However, the DM can unit spawn of up to 9 sides (sides 7,8,9 are in conflict to all the other teams by default, but DM can change that too).
Post Reply