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Map
Would it be possible to make each hex on a wesnoth map a diiferent battle and you have to take all the hexs to win the battle.Also when you fight in each hex it becomes a scenio and each hex on the big map is the colour of the owner
Possible, but painful and with big performance drop. And the single hex ownership on the "top" map would be probably useless as I can't imagine visiting each few hundred hexes with your units simply to gain control.
There might be some interesting possibilities with having a "world map" with potential smaller battles everywhere, but I don't think its worth the hassle.
There might be some interesting possibilities with having a "world map" with potential smaller battles everywhere, but I don't think its worth the hassle.
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Saving Elensefar.Mist wrote:Possible, but painful and with big performance drop. And the single hex ownership on the "top" map would be probably useless as I can't imagine visiting each few hundred hexes with your units simply to gain control.
There might be some interesting possibilities with having a "world map" with potential smaller battles everywhere, but I don't think its worth the hassle.
Definitely worth the hassle.
Don't think so. WML is crude when it comes to storing data or generating it acording to an algorithm, and there would be awful lot of data storing (state of world map at the moment of mini battle commencement) and algorithmic army generation for each mini-battle (wich I don't think that can be reasonably bypased without disabling recruitment on world scale).
But hey, I may be wrong, I'm not a WML guru, those are just few impressions after reading the reference.
But hey, I may be wrong, I'm not a WML guru, those are just few impressions after reading the reference.
Do you mean something like Close Combat IV: Invasion Normandy, where the map (a large chunk of Europe) is split into "pieces" (smaller battle grounds), your army (made up of combat groups) is placed on some pieces and the enemy on others, and you can attack adjacent pieces (playing out the battle like a single Wesnoth scenario) to claim them and move combat groups there?
This is similar to the Command & Conquer system, where they show the next areas we're going to attack and try to win, right? Except with more control over where to attack?
If that's so, it sounds like an interesting idea. It would make for non-linear campaigns where the player can take many divergent paths to an objective, and it can be controlled by placing cave walls..
This is similar to the Command & Conquer system, where they show the next areas we're going to attack and try to win, right? Except with more control over where to attack?
If that's so, it sounds like an interesting idea. It would make for non-linear campaigns where the player can take many divergent paths to an objective, and it can be controlled by placing cave walls..
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Like Glowing Fish said:
i.e. - it's already been done. (By me, incidentally.) The basic code has already been written - now you just need to adapt it to your specific purpose.Glowing Fish wrote:Saving Elensefar.
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- Posts: 242
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- Joined: August 7th, 2006, 8:24 pm