New option -Leader Kill-

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderators: Forum Moderators, Developers

Forum rules
Before posting a new idea, you must read the following:
Post Reply
Yomar
Posts: 299
Joined: October 27th, 2011, 5:14 am
Contact:

New option -Leader Kill-

Post by Yomar » June 23rd, 2012, 10:00 pm

I find sometime stressing when I'm winning, overunning my enemy with more units, or simply winning because I was playing better and then beign killed by an unit that managed to reach my leader and kill me. (like a griffin or horseman).
So would it be possibble to ad in the map selection screen an option where you can choose to deactivate the leader instant winn kill ? In a way that you have to kill all the enemy units to winn, maybe also an option where you conquer a certain percentile of villagges to win, or simply all of them.
This is simple an idea to expand the "game modes".
So would it be difficult to add theese oor one of theese options to the game ?

User avatar
Xudo
Posts: 561
Joined: April 3rd, 2009, 5:26 pm

Re: New option -Leader Kill-

Post by Xudo » June 24th, 2012, 8:27 am

It is possible by WML
You can create your own map pack with non-trivial game modes and upload it to addon server.

Yomar
Posts: 299
Joined: October 27th, 2011, 5:14 am
Contact:

Re: New option -Leader Kill-

Post by Yomar » June 24th, 2012, 12:17 pm

Ty, but I meant if there was any chance that the developers would add it to the main game.

User avatar
Xudo
Posts: 561
Joined: April 3rd, 2009, 5:26 pm

Re: New option -Leader Kill-

Post by Xudo » June 24th, 2012, 1:21 pm

Yes, there is a chance.
First of all, you need to create them. :)
Second, you need competent playtesting (it means a lot of replays from good players)
And third: you need to maintain them for a long time.

You can search forum for history of: "The Sceptre of Fire", "Dead water", "Delfador Memoirs", "Descent into Darkness". However they are campaigns, not maps.

User avatar
Crendgrim
Moderator Emeritus
Posts: 1328
Joined: October 15th, 2010, 10:39 am
Location: Germany

Re: New option -Leader Kill-

Post by Crendgrim » June 24th, 2012, 2:25 pm

Well, in this case, it would not necessarily require its own add-on, as it is mainly a gameplay change. So, you might be glad to hear about this project: http://forums.wesnoth.org/viewtopic.php?f=10&t=36348
If it will be implemented, setting up your very proposal sounds like a very easy task. But you'd have to wait for it to actually get implemented. :)
UMC Story Images — Story images for your campaign!

Yomar
Posts: 299
Joined: October 27th, 2011, 5:14 am
Contact:

Re: New option -Leader Kill-

Post by Yomar » June 25th, 2012, 6:45 pm

Ty for the info.
I wonder how complicated it will be, I mean will it need a so drastical gameplay change ?
It will just be an extra option, usually a 2p map objective is to kill the enemy leader, instead of that I would also like the option to have as objective to kill all the enemy units.

User avatar
lipk
Developer
Posts: 631
Joined: July 18th, 2011, 1:42 pm
Location: Here and there and everywhere

Re: New option -Leader Kill-

Post by lipk » June 25th, 2012, 7:29 pm

I have some good and some bad news for you.
The good, implementing your idea will be simple. As simple as this:

Code: Select all

[modification]
	id=mod_no_victory_on_leader_death
	name=_ "No Victory on Leader Death"
	description=_ "The death of a leader doesn't end the game; one must kill all
enemy units in order to win."

	[event]
		name=die
		first_time_only=no
		
		[filter]
			canrecruit=yes
		[/filter]
		
		[modify_unit]
			[filter]
				side=$unit.side
			[/filter]
			
			canrecruit=yes
		[/modify_unit]
		
		[set_recruit]
			side=$unit.side
			recruit=
		[/set_recruit]
		
	[/event]
	
[/modification]

This code already works on my patched Wesnoth.

The bad news is that this feature won't be accessible for the large audience anytime soon. The first version featuring modifications will be (hopefully) 1.11, which, being a development release, will be played by much less people than 1.10. The stable branch will get this awesomeness only with 1.12, somewhen in the far future.

You can already use the above code in an era, though.

User avatar
Unnheulu
Posts: 738
Joined: November 25th, 2007, 4:50 pm
Location: Cymru
Contact:

Re: New option -Leader Kill-

Post by Unnheulu » June 26th, 2012, 5:53 am

It would be nice if it worked liked Civilisations Just. One. More. Turn. option.

Post Reply