Cities of the Frontier - now for BfW 1.11

Discussion and development of scenarios and campaigns for the game.

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vghetto
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Joined: November 2nd, 2019, 5:12 pm

Re: Cities of the Frontier - now for BfW 1.11

Post by vghetto »

I uploaded a port of CotF 0.6.1-6 to 1.16.
The 1.16 Cotf version is 0.6.1-7.

This is strictly esci's version of Cities of the Frontiers (0.6.1) without any additional features by anyone.
Only bugs were fixed to suit wesnoth.

The github branch for CotF on wesnoth 1.14 is esci-bugfix
The github branch for CotF on wesnoth 1.16 is esci-w1_16

The _server.pbl password is still the same which is shared by me, enclave and Argothair
Argothair
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Joined: May 10th, 2014, 12:01 am

Re: Cities of the Frontier - now for BfW 1.11

Post by Argothair »

I have ported Cities of the Frontier to Wesnoth version 1.15, and added some new features like diplomacy, iron costs, and more naturalistic wild animal movement. It should be live on the server as version 0.7. I have not made any changes to github or the server.pbl password.
tempo4321
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Joined: April 17th, 2022, 12:11 pm

Re: Cities of the Frontier - now for BfW 1.11

Post by tempo4321 »

Argothair wrote: April 13th, 2022, 9:24 pm I have ported Cities of the Frontier to Wesnoth version 1.15, and added some new features like diplomacy, iron costs, and more naturalistic wild animal movement. It should be live on the server as version 0.7. I have not made any changes to github or the server.pbl password.
The iron feature seems broken. Maybe revert to before your changes?
Argothair
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Joined: May 10th, 2014, 12:01 am

Re: Cities of the Frontier - now for BfW 1.11

Post by Argothair »

Can you be more specific about how or where the iron is broken? I have tested it extensively and it works fine on my machine.
Argothair
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Re: Cities of the Frontier - now for BfW 1.11

Post by Argothair »

Update: files are now posted publicly at https://github.com/JGreenLowe/Cities_of_the_Frontier
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Lord-Knightmare
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Re: Cities of the Frontier - now for BfW 1.11

Post by Lord-Knightmare »

Argothair wrote: April 28th, 2022, 7:08 pm Update: files are now posted publicly at https://github.com/JGreenLowe/Cities_of_the_Frontier
You might wanna update the readME file
The code is being optimized for Version 1.16 of Wesnoth, which has not yet been released, but which is being approximated by 1.15.14 (the current development version).
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
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Kaboo12
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Joined: June 1st, 2023, 4:01 pm

Re: Cities of the Frontier - now for BfW 1.11

Post by Kaboo12 »

Argothair wrote: April 23rd, 2022, 8:23 pm Can you be more specific about how or where the iron is broken? I have tested it extensively and it works fine on my machine.
At the beginning of the playthrough I remember it being mentioned that mountains will be needed for iron but I have used all of the 20 iron I started with and have been unable to produce more or find out about it from any forum. The version I used was 0.7.1
Argothair
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Joined: May 10th, 2014, 12:01 am

Re: Cities of the Frontier - now for BfW 1.11

Post by Argothair »

OK, well, you can get more iron by sending a Peasant Worker to a hill and ordering them to flatten it, or by sending a Peasant Worker to a mountain and ordering them to build a mine. The Dwarves may also be able to help you with iron, if you can find them.
avian_ally
Posts: 1
Joined: May 15th, 2024, 4:57 pm

Re: Cities of the Frontier - now for BfW 1.11

Post by avian_ally »

I love this addon for wesnoth
I played it way back and came back to wesnoth just to play this addon again
unfortunately the steam version is at 1.18 and I had to remember how to install older versions in order to get it
(thank you btw for porting this to 1.16 version!)

I also checked out wild frontiers and think the ideas and content there are awesome
but i still love CotF more

now I really liked having iron as an extra resource but it feels too punishing
(my current playthrough is normal difficulty)
both farm and wood fort require iron so I ended up making 10 farms (in normal difficulty) and then had to mine for the rest in order to defend the town
but each hill only gives 1 iron and to try flattening hills outside of my base settlement can be challenging and costly when defending against multiple hordes
so by end of spring year one my town was lopsided in defense with north & western part fortified (elven and orc hordes)

any chance we could decouple cost of farms from fort?
maybe make option to pay for farm with wood or iron? maybe like 5 wood to keep the cost high?
(or even reverse that, make forts cost wood and farms cost iron)

want to emphasize i actually really enjoyed the slower build pace and having to chase after iron as a key resource
i remember in the past being able to build 14 farms, fully fortify by end of fall yr 1, and then plan my next town expansion but i basically could turtle the rest of the way from there
it's just that now it feels really hard to expand since the cost of having to go out, mine the iron, and defend the mining operation is tough especially since the home town still requires defending

would be nice if it was easier to try and start a second town (1 or 2 farms) near the mining site and slowly grow that until it can defend itself

alternatively maybe raise the Iron yields from hills to 3,2,1 for easy,med,hard difficulties?

Iron mine isn't an especially easy solution since it only yields max 3 iron per season and it still needs someone to guard it
and also mts can be far away

Also did u by any chance implement an end game crisis after earning the required gold?
it might be interesting to add a dragon horde at the end that gets attracted because of all the wealth accumulated

regardless, thank you for maintaining this addon!
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