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[Wesnoth-cvs-commits] wesnoth ./changelog data/scenarios/multiplayer/...


From: Susanna Björverud
Subject: [Wesnoth-cvs-commits] wesnoth ./changelog data/scenarios/multiplayer/...
Date: Thu, 20 Jan 2005 05:23:36 -0500

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Susanna Björverud <address@hidden>      05/01/20 10:23:36

Modified files:
        .              : changelog 
        data/scenarios/multiplayer: Random_Scenario_Desert.cfg 

Log message:
        Changed Random Map (Desert) to use new desert environment, and tweaked
        distribution of terrains.
        Some reordering of entries in changelog

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/changelog.diff?tr1=1.447&tr2=1.448&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg.diff?tr1=1.4&tr2=1.5&r1=text&r2=text

Patches:
Index: wesnoth/changelog
diff -u wesnoth/changelog:1.447 wesnoth/changelog:1.448
--- wesnoth/changelog:1.447     Wed Jan 19 10:05:42 2005
+++ wesnoth/changelog   Thu Jan 20 10:23:36 2005
@@ -39,9 +39,11 @@
    * Elvish High Lord
  * take advantage of libzipios++ if available, to read cfg files, maps,
    images, sound effects, and fonts from zip files
- * fixed missing Deathblade in multiplayer
  * downloaded campaigns no longer require a restart to be able to play them
- * multiplayer game settings (map name, gold per village, ...) are saved now
+ * multiplayer improvements
+   * multiplayer game settings (map name, gold per village, ...) are saved now
+   * fixed missing Deathblade in multiplayer
+   * Random Map (Desert) uses new desert environment; also tweaked
  * new units:
    * Javelineer
  * unit balancing:
@@ -54,9 +56,13 @@
    * Saurian Skirmisher: Increase cost to 14 gold
    * Wraith, Spectre: reduce resistance to blade, pierce, impact by 20%, 
      increase HP by 10%
-   * Tentacle of the Deep: Change movement type to 'float'
    * Poacher: Reduce cost to 14
+   * Tentacle of the Deep: Change movement type to 'float'
+   * Flying creatures can now cross canyons
  * Scenario revisions in Heir to the Throne:
+   * fixed typo in HttT's Mountain Pass
+   * fixed misspelled description in 'Return to Wesnoth'
+   * fixed sign glitch in The Rise of Wesnoth
    * Blackwater Port- Make the port look like more of a port, other minor 
      changes that mute each other out
    * The Isle of Anduin- Extend shallow water around the Isle, remove the 
@@ -70,13 +76,14 @@
    * The Crossroads- New map, weaker more diffuse ambushes, and less gold for 
      the Orcs 
    * The Princess of Wesnoth- Minor map changes, and made the scenario harder
+   * Set passive_leader=yes in 'The Princess of Wesnoth'
+   * Set result=continue in 'Plunging into the Darkness'
  * Scenario revisions in The Rise of Wesnoth:
    * Reduce the difficulty of TRoW on 'Hard' particularly, and reduce the
      difficulty slightly on 'Easy' & 'Normal'
    * A New Land - Sync with the map from Bay of Pearls
    * Cursed Isle- Sync with the map from Isle of the Damned, make the temples
      match locations
- * flying creatures can now cross canyons
  * updated unix manpages
  * "," is no longer the column separator, it does not have to be escaped
    anymore in some translations, "=" is the new separator
@@ -87,13 +94,8 @@
  * fixed untranslatable strings
  * fixed "damage inflicted" statistic (incorrectly computed when defending)
  * fixed missing diagonal projectiles on many units
- * fixed sign glitch in The Rise of Wesnoth
- * fixed typo in HttT's Mountain Pass
  * fixed {CROSS} in 'Temple of the Deep'
  * fixed the description of the 'Ghost'
- * fixed misspelled description in 'Return to Wesnoth'
- * Set passive_leader=yes in 'The Princess of Wesnoth'
- * Set result=continue in 'Plunging into the Darkness'
  * remove obsolete tools: make_translation merge_translations
  * remove obsolete id= for messages in TRoW & HttT
  * remove old unused images:
Index: wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg
diff -u wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.4 
wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.5
--- wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg:1.4   Thu Nov 
18 13:07:35 2004
+++ wesnoth/data/scenarios/multiplayer/Random_Scenario_Desert.cfg       Thu Jan 
20 10:23:36 2005
@@ -40,7 +40,7 @@
        temperature_iterations=2000
        temperature_size=4
        
-       default_convert=d
+       default_convert=I
        
        roads=3
        road_windiness=3
@@ -49,19 +49,19 @@
                #different heights, from highest to lowest
                [height]
                height=600
-               terrain=m
+               terrain=M
                [/height]
                [height]
-               height=500
-               terrain=h
+               height=450
+               terrain=J
                [/height]
                [height]
-               height=100
-               terrain=g
+               height=150
+               terrain=G
                [/height]
                [height]
-               height=30
-               terrain=d
+               height=120
+               terrain=I
                [/height]
                [height]
                height=5
@@ -72,45 +72,38 @@
                terrain=s
                [/height]
        
-               #swamp appears on low land, at moderate temperatures
-               #[convert]
-               #min_temperature=300
-               #max_temperature=700
-               #max_height=300
-               #from=g
-               #to=w
-               #[/convert]
        
                [convert]
-               min_temperature=100
-               max_temperature=600
-               from=g
-               to=d
+               min_temperature=150
+               max_temperature=200
+               from=G
+               to=T
                [/convert]
-       
+               
                [convert]
-               min_temperature=400
-               from=g
-               to=f
+               min_temperature=150
+               max_temperature=600
+               from=G
+               to=I
                [/convert]
        
                #road costs
                [road_cost]
-               terrain=g
+               terrain=G
                cost=10
                convert_to=r
                [/road_cost]
        
                [road_cost]
-               terrain=d
+               terrain=I
                cost=15
-               convert_to=r
+               convert_to=E
                [/road_cost]
        
                [road_cost]
-               terrain=f
+               terrain=T
                cost=20
-               convert_to=r
+               convert_to=E
                [/road_cost]
        
                [road_cost]
@@ -121,15 +114,15 @@
                [/road_cost]
                
                [road_cost]
-               terrain=h
+               terrain=J
                cost=30
-               convert_to=r
+               convert_to=E
                [/road_cost]
                
                [road_cost]
-               terrain=m
+               terrain=M
                cost=50
-               convert_to=r
+               convert_to=E
                [/road_cost]
                
        #define MIN_COST_ROAD X
@@ -148,42 +141,42 @@
        
        
                [village]
-               terrain=g
+               terrain=G
                convert_to=v
-               adjacent_liked=gccccccc|/\RRrrtvhf
+               adjacent_liked=Gccccccc|/\RRrrEEtvJT
                rating=8
                [/village]
                
                #villages in desert
                [village]
-               terrain=d
+               terrain=I
                convert_to=B
                rating=5
-               adjacent_liked=dgccc|/\RRrrtvhf
+               adjacent_liked=IIGccc|/\RRrrEEtvJT
                [/village]
        
-               #villages in forest are Elvish
+               #villages in forest are Elvish - and still in Tropical forest 
awaiting a Jungle hut terrain
                [village]
-               terrain=f
+               terrain=T
                convert_to=t
                rating=4
-               adjacent_liked=gccc|/\RRrrtvhfff
+               adjacent_liked=GIccc|/\RRrrEEtvJTTT
                [/village]
                
                #villages in hills
                [village]
-               terrain=h
-               convert_to=a
+               terrain=J
+               convert_to=U
                rating=4
-               adjacent_liked=gccc|/\RRrrtvhf
+               adjacent_liked=GIccc|/\RRrrEEtvJT
                [/village]
                
                #villages in mountains 
                [village]
                terrain=m
-               convert_to=b
+               convert_to=U
                rating=3
-               adjacent_liked=gccc|/\RRrrtvhf
+               adjacent_liked=GIccc|/\RRrrEEtvJT
                [/village]
        
                #mermen villages - give them low chance of appearing
@@ -195,7 +188,7 @@
                [/village]
        
                [castle]
-               valid_terrain=dgfh
+               valid_terrain=IGTJ
                min_distance=12
                [/castle]
        




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