Give Nightstalk back to the Shadow
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I actually thought of this idea when making my original post, but don't like it for a few reasons:
(1) it's inconsistent depending on the number of players;
(2) it's likely to confuse the player.
@Jetryl: originally Wesnoth had day/night cycles of only 4 turns. Miyo came along with the idea of increasing it to 6 turns. Something which I have gradually come to accept as being a good idea.
I don't think it should be increased any more. Among other things, the longer the day/night cycle is, the more difficult it is for the AI to use it effectively (although the grouping AI can use day/night cycles much more effectively than previous AIs could).
An individual scenario designer is free though, to try a different day/night cycle, since our system is flexible. E.g. dawn-morning-noon-afternoon-dusk-first watch-second watch-third watch
David
(1) it's inconsistent depending on the number of players;
(2) it's likely to confuse the player.
@Jetryl: originally Wesnoth had day/night cycles of only 4 turns. Miyo came along with the idea of increasing it to 6 turns. Something which I have gradually come to accept as being a good idea.
I don't think it should be increased any more. Among other things, the longer the day/night cycle is, the more difficult it is for the AI to use it effectively (although the grouping AI can use day/night cycles much more effectively than previous AIs could).
An individual scenario designer is free though, to try a different day/night cycle, since our system is flexible. E.g. dawn-morning-noon-afternoon-dusk-first watch-second watch-third watch
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
I remember one of the chronicles of wesnoth (the second one) had an extended day night cycle where each phase kasted twice as many turns to allow for even longr swings between lawful and chaotic forces.
changing how many turns each player gets per phase would just be confusing for players. I don't think there is a perfect solution to the nightwalk problem.
changing how many turns each player gets per phase would just be confusing for players. I don't think there is a perfect solution to the nightwalk problem.