ANL Last Stand Forever, needs for a coder.

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IPS
Posts: 1292
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

ANL Last Stand Forever, needs for a coder.

Post by IPS »

Sup, I'm IPS and I consider myself an hardcore player of A New Land (ANL) and have some idea for 3 different versions of Last Stand map in A New Land, here in the next text you will see of what this thread is about.

The idea of this set of 3 maps is that someone help me with the coding, to it can work as how would work 3 different versions of A New Land Last Stand. The idea of this is that any volunteer that wants to give me the favor does for me the next stuff.

a.1) that (s)he codes the 3 scenarios of ANL Last Stand Forever with the same map settings than the original one BUT individually asigned, not using a macros that defines the same exact map setitngs in the 3 scenarios. It's because each one of the 3 scenarios of ANL Stand forever will have different map settings for droid sides.
a.2) That it's made as workable in any era like the A New Land Last stand in default map list.
b) force the undead AI sides (sides 5 & 8 ) to recruit a total of 2 or 3 souless before recruiting anything in it's recruit list after a determined turn.
c) send me the scenarios already workable without any crashing (place: in this thread or as PM in wesnoth's forum)


Then after the WML volunteer does his part a), b) and c) I will work in the other minus details. That are:

d) I will edit any map's settings that is not the human's players starting gold, base income & gold per village. This includes, recruit list in droid sides (in which turns, units in recruit list, etc), bosses health & damage.
e) I will create the _pbl file and publish the add on ANL Last Stand Forever in the add-ons server.
f) I Will give to the coders that did participate at this the tittle of Author of the add-on like me.

Some other stuff that I want to say, like what's the goal of this, why this, and maybe other questions that it may answer you.

What's the idea of ANL Last Stand Forever?
ANL Last Stand Forever is a pack of 3 harder version of the very popular ANL Last Stand. Which are harder because of higher %exp modifiers, more gold in droid, less confortable maps for the human players and stronger unmovible bosses than in the orinal ANL Last Stand.

Why any version of this map pack is harder than the original A New Land Stand?
Well, it's somehow easy to answer... the resumed answer is for a 4p challenge with the same 100g 2gpv (gold per village) and 2 Base income in our favorite A New Land map: Last stand. The long answer is that it gets boring when you clear the original The Last Stand with the map settings, and it's somehow silly that you can win the original The Last Stand map even with 25 starting gold and +1 base income. And we all know it's not the same a new map with a new challenge than playing the old and boring map but with fewer gold.

Why are ANL Last Stand forever maps will not be the same than a fewer gold played original A New Land Stand?
I edited a little each map to don't give the same exact feeling than the original one. I didn't want to edit them too much to it don't lose it's original personality, but adding it some interesting new characteristics. I'm thinking too to add more variety of units at the waves to make it even more interesting and diferenciate more each map from the others in the map pack and from the original.

Is the hardest map of the map pack a way too hard but if I want something ever harder?
If the map pack has too many likes, and people wants an even harder map than the hardest of these 3 maps originally planificated, I can make a 4th and really HARDEST to the map pack that may like imposible to survive even for veteran players. I've said that I'm an hardcore player of ANL era, so I may test it and make sure to I can't clear it for a bit, but if you are a little better than me, then you would win by soo close (I mean, with the goal of surviving 25 turns)

Why do not code it by yourself IPS?
Well... I tried to do this stuff long time ago, with the map idea and stuff, but when I was modificating the codes of the original map to a copy of it, I could not find to it work by myself, so any version of any modificated version I tried was crashing in wesnoth, so after some several tries to fix it I got anoyed and I did not want to code it any longer. Still I would love to see these maps working rightly with the help of some of you. I got traumatized after that, so I don't want orientation of how to code it because it was a total mess when I tried by myself lol.

Any other stuff to say?
I just have to admit that since Bob The Mightly have created the era workable in any map, people used to do free for all matches without survival characteristics. I want mostly to help to keep the mod's original goal as a survival mod.
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ANL Last Stand forever.rar
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Xudo
Posts: 563
Joined: April 3rd, 2009, 5:26 pm

Re: ANL Last Stand Forever, needs for a coder.

Post by Xudo »

I don't understand why you need developer for
a.1) that (s)he codes the 3 scenarios of ANL Last Stand Forever with the same map settings than the original one BUT individually asigned, not using a macros that defines the same exact map setitngs in the 3 scenarios. It's because each one of the 3 scenarios of ANL Stand forever will have different map settings for droid sides.
a.2) That it's made as workable in any era like the A New Land Last stand in default map list.
It is copy+paste+(edit several lines of code) work.
marvalis
Posts: 40
Joined: August 16th, 2010, 3:56 am

Re: ANL Last Stand Forever, needs for a coder.

Post by marvalis »

I guess it depends on the custom settings you want? Not sure what the problem was.

I got inspired and started to work on a new map. It is just the map for now, code still needs to be added. This will be a 3 player map.
In case anyone cares, the map is attached.
ANL3p.jpg
Attachments
ANL3p.map
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Elvish_Hunter
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Re: ANL Last Stand Forever, needs for a coder.

Post by Elvish_Hunter »

IPS wrote:b) force the undead AI sides (sides 5 & 8 ) to recruit a total of 2 or 3 souless before recruiting anything in it's recruit list after a determined turn.
Basically, it's something like this:

Code: Select all

[event]
    name=recruit
    first_time_only=no

    [filter]
        side=5
        type=Soulless
    [/filter]

    [set_variable]
        name=recruited_soulless
        add=1
    [/set_variable]

    [if]
        [variable]
            name=recruited_soulless
            equals=3
        [/variable]
        [then]
            [allow_recruit]
                side=5
                type=Skeleton,Ghoul
            [/allow_recruit]
        [/then]
    [/if]
[/event]
The code may be further improved, for example by adding a [filter_condition] to not fire the event anymore if the variable is already above 3, but the basic structure is here.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
User avatar
IPS
Posts: 1292
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: ANL Last Stand Forever, needs for a coder.

Post by IPS »

thanks for the input Elvish_Hunter.

I will leave the work that I've tried to do. In this did over before I dropped codding it.
Attachments
ANL_Last_stand_for_ever (failed coding).rar
the progress I tried to do, none of my tries to fix it worked, the code was always bugged. Took it from the original A New Land scenario.
(42.99 KiB) Downloaded 114 times
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
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