Has anyone tried actually creating the "less random combat" mod?

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Facehunter
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Joined: November 4th, 2018, 1:08 am

Has anyone tried actually creating the "less random combat" mod?

Post by Facehunter » November 4th, 2018, 3:15 am

Now let me start by saying I have read Dave's post and understand his decision to include high variance. Apparently the topic gets brought up so often they banned it from the ideas forum(also understandable; after it's brought up the first time, they're really just begging other people to do the work).

I'm wondering if anyone has tried to do it on their own? If not, can someone point me to where chance to hit and damage reduction are calculated in the game files so I can start? I know that I'm going to need to re-balance whatever I include.

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Pentarctagon
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Re: Has anyone tried actually creating the "less random combat" mod?

Post by Pentarctagon » November 4th, 2018, 5:45 am

There is this.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

gfgtdf
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Re: Has anyone tried actually creating the "less random combat" mod?

Post by gfgtdf » November 4th, 2018, 12:57 pm

there are multiple less random mods, the best one is probably the one that comes with wesnoth itself. and can be activatd via the perferences menu iirc.

Note however that all of then inclusing the one that comes with wesnoth have a direct influence on unit balancing, or might not be compatible with certain other mods.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

Facehunter
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Re: Has anyone tried actually creating the "less random combat" mod?

Post by Facehunter » November 4th, 2018, 3:18 pm

Found exactly what I was looking for in Dugi's No Randomness Mod. I'm not sure how I missed it the first time I looked through the Add-On page.

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