Search found 25 matches
- January 19th, 2009, 10:49 pm
- Forum: Multiplayer Development
- Topic: New map!
- Replies: 7
- Views: 2191
Re: New map!
Kind of pointless of showcasing it to us and having us all critique it then.dangaard wrote:You know, I have to apologise. This map was made specifically for me and my two friends.
Also, Undead creeping out of the desert seems fitting somehow.
- January 15th, 2009, 1:56 am
- Forum: Multiplayer Development
- Topic: Asymmetric 5p FFA "Oblikamets"
- Replies: 5
- Views: 2192
Re: Asymmetric 5p FFA "Oblikamets"
Hmm.. I must have it in the wrong folder then.
- January 14th, 2009, 8:55 pm
- Forum: Multiplayer Development
- Topic: Asymmetric 5p FFA "Oblikamets"
- Replies: 5
- Views: 2192
Re: Asymmetric 5p FFA "Oblikamets"
I think you're missing a .map file, can't play with .cfg alone.
- January 14th, 2009, 8:29 pm
- Forum: Multiplayer Development
- Topic: Small 1v1 maps- 2p_Mirror_River_with_island.
- Replies: 2
- Views: 1274
Re: Small 1v1 maps- 2p_Mirror_River_with_island.
The four central mountains is a problem and makes attacking difficult and encourages stalemate (esp with dwarves). Also, perhaps you can add some shore hexes towards the keep so water units can reach the middle faster. Like DP said, can't truly balance a small map, but for those who do enjoy them th...
- January 13th, 2009, 5:41 pm
- Forum: Mainline Campaign Development
- Topic: The Hammer of Thursagan
- Replies: 134
- Views: 129291
Re: New campaign: The Hammer of Thursagan
I'm having problems continuing with the final Underlevels stage. I've cleared the south and am stopped by the doors, and I've cleared the north keep with the 2 unusable teleportation glyphs. According to the walkthrough: Once you defeat the southern enemy, you will find a locked door. Just leave you...
- October 29th, 2008, 8:10 pm
- Forum: Multiplayer Development
- Topic: BIG Map of europe(80x120) 8 players.
- Replies: 2
- Views: 2087
Re: BIG Map of europe(80x120) 8 players.
First, as a fellow Europe mapmaker, I'm thrilled that others have a common taste in scenario creation. But you do have a few things to fix though. The massive mountain/forest clusters screams imbalance for dwarves/elves that start near them. Spread it out a bit, intermix forest/hills/grassland a bit...
- September 8th, 2008, 9:11 pm
- Forum: Strategies & Tips
- Topic: 1 vs 2 AI
- Replies: 7
- Views: 3625
Re: 1 vs 2 AI
Fighting a challenging AI of course depends on how much extra gold (starting/per turn) you give them. What settings do you do for 2v1? I've personally only done 1v1AI with ~ +10gpt, but now I'm reallyinking about good gold (im)balances for 2v1, which should be more fun since they provide more unit v...
- September 8th, 2008, 3:09 am
- Forum: Multiplayer Development
- Topic: Game order in lobby
- Replies: 8
- Views: 2332
Re: Game order in lobby
That makes a lot of sense, but I think you're posting in the wrong thread (this is multiplayer MAP development).
- August 30th, 2008, 9:24 pm
- Forum: Multiplayer Development
- Topic: Can you recognise...
- Replies: 18
- Views: 4774
Re: Can you recognise...
Does Titan utilize the "one unit per tile" rule?
- August 28th, 2008, 6:10 am
- Forum: Multiplayer Development
- Topic: Multiplayer Map - Province Clash, 3p (4p Version Added).
- Replies: 24
- Views: 5615
Re: Multiplayer Map - Province Clash, 3p (4p Version Added).
I'm wondering if you would consider adding connecting land tiles from the corner starting islands to each other. This way the players on the right/left don't HAVE to go through the easily defendable center to attack each other. This would also make FFAs more playabale. Otherwise the map looks a lot ...
- April 7th, 2008, 3:14 am
- Forum: Ideas
- Topic: Combining two of the same Unit
- Replies: 4
- Views: 1760
Combining two of the same Unit
The idea is that two wounded units (of the same type) can merge together (like in Nintendo's Advance Wars) and have the combined HP (no overflow). Exp points could be halved or only be from one unit. I'm not sure how unit traits will be merged though. This would make more sense if the units weren't ...
- April 6th, 2008, 5:49 pm
- Forum: Multiplayer Development
- Topic: Europe - a 6p MP map
- Replies: 7
- Views: 4663
Re: Europe - a 6p MP map
I'm actually having trouble figuring out how to upload my folder. I just made a .pbl file with all the tags and such, but the method for uploading to add-on server I found on the forum (http://www.wesnoth.org/wiki/Distributing_content) seems to be outdated.
- April 5th, 2008, 8:47 pm
- Forum: Multiplayer Development
- Topic: Europe - a 6p MP map
- Replies: 7
- Views: 4663
Re: Europe - a 6p MP map
The east side goes first before the west side, and from playtesting reaching the keeps/villages has never been a problem. However i am considering a passive +2 gold per turn for all sides to mitigate possible village imbalances.
- April 5th, 2008, 8:11 pm
- Forum: Multiplayer Development
- Topic: Europe - a 6p MP map
- Replies: 7
- Views: 4663
Re: Europe - a 6p MP map
Thanks Nata!
Hmm.. I thought the add-on service was only for mappacks and mods/scenarios. I'll upload it then.
Hmm.. I thought the add-on service was only for mappacks and mods/scenarios. I'll upload it then.
- April 5th, 2008, 1:44 am
- Forum: Multiplayer Development
- Topic: Europe - a 6p MP map
- Replies: 7
- Views: 4663
Europe - a 6p MP map
After a few days of playtesting and convincing myself that the East side CAN win, I present my MP map based on the familiar landscape of Europe. It's meant to be a 3v3 map (with two additonal keeps), is roughly 30x50, and has 36 villages. Enjoy! Note: The CFG file only contains coding for the map la...