I just love this game

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
ludeman
Posts: 3
Joined: December 11th, 2005, 5:54 pm

I just love this game

Post by ludeman » December 12th, 2005, 8:09 am

Hi, Im new to wesnoth. This game kicks the lamas ass!!! AND FOR FREE!!! THank you so much! So is anything else planned. Have you ever thought of making a WWII game or SciFi setting. Two that come to mind are a Squad Leader type of game and G.E.V/Ogre. Oh man I would pay retail for that! If not thats cool, Im still loving the hell out of Wesnoth. Again Thank You to everybody that has worked or working on this gem.

User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin » December 12th, 2005, 1:27 pm

Spacenoth!

Very little progress has been made (we just started really working on it this week), but it might just turn into something. ;)


Glad you like the game.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm

niranbd
Posts: 20
Joined: December 9th, 2005, 1:18 pm

Post by niranbd » December 12th, 2005, 2:38 pm

turin wrote:Spacenoth!

Very little progress has been made (we just started really working on it this week), but it might just turn into something. ;)


Glad you like the game.

wow! this is amazing! it can be a really good game! wow, this wesnoth project gonna be really awsome in a couple of mounths from now!

Watch the potty mouth

ludeman
Posts: 3
Joined: December 11th, 2005, 5:54 pm

Post by ludeman » December 12th, 2005, 2:59 pm

Spacenoth looks like a winner. Can this game engine do multiple hex ranged combat? You guys Rock, Thanks

niranbd
Posts: 20
Joined: December 9th, 2005, 1:18 pm

Post by niranbd » December 12th, 2005, 3:50 pm

niranbd wrote:
turin wrote:Spacenoth!

Very little progress has been made (we just started really working on it this week), but it might just turn into something. ;)


Glad you like the game.

wow! this is amazing! it can be a really good game! wow, this wesnoth project gonna be really awsome in a couple of mounths from now!

Watch the potty mouth
lol who add the "Watch the potty mouth"? :P

well... im from israel so i'm not an english speacker, also im just 15, so my english will get better through the years... sorry if i got you mad by my enthusiasm :?

Your friendly neighborhood moderators, of course. No worries; just watch the f-bombs.

Emmanovi
Posts: 266
Joined: October 21st, 2005, 4:24 pm
Location: In a galaxy, far, far away........

Post by Emmanovi » December 12th, 2005, 5:04 pm

ludeman wrote:Spacenoth looks like a winner. Can this game engine do multiple hex ranged combat? You guys Rock, Thanks
The Wesnoth engine does support multiple hex ranged combat, AFAIK. However, the actual feature was removed.
If white was black and black was white, what would happen to zebra crossings?

torangan
Retired Developer
Posts: 1365
Joined: March 27th, 2004, 12:25 am
Location: Germany

Post by torangan » December 12th, 2005, 5:11 pm

Code an AI that deals with multihex, that's the difficult part.
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp

Translators for all languages required: contact me. No geek skills required!

Tux2B
Posts: 1217
Joined: March 29th, 2005, 8:18 pm
Location: Toulouse (South of France)
Contact:

Post by Tux2B » December 12th, 2005, 5:13 pm

Emmanovi wrote:
ludeman wrote:Spacenoth looks like a winner. Can this game engine do multiple hex ranged combat? You guys Rock, Thanks
The Wesnoth engine does support multiple hex ranged combat, AFAIK. However, the actual feature was removed.
It's not completely sure yet. We're still discussing about the attacks.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon

ludeman
Posts: 3
Joined: December 11th, 2005, 5:54 pm

Post by ludeman » December 12th, 2005, 5:28 pm

torangan wrote:Code an AI that deals with multihex, that's the difficult part.

Oh, right then, never thought about that :oops:

silvermane
Posts: 44
Joined: November 5th, 2004, 8:40 am
Location: EU

Post by silvermane » December 12th, 2005, 5:45 pm

torangan wrote:Code an AI that deals with multihex, that's the difficult part.
If this was possible in Battle Isle in 1995, it can be possible in Wesnoth in 2005.

User avatar
Tomsik
Posts: 1401
Joined: February 7th, 2005, 7:04 am
Location: Poland

Post by Tomsik » December 12th, 2005, 6:05 pm

silvermane wrote:
torangan wrote:Code an AI that deals with multihex, that's the difficult part.
If this was possible in Battle Isle in 1995, it can be possible in Wesnoth in 2005.
I can say Evil thing, can't i?
Code it! Much people would be happy to see new fork of wesnoth!
:P

Tux2B
Posts: 1217
Joined: March 29th, 2005, 8:18 pm
Location: Toulouse (South of France)
Contact:

Post by Tux2B » December 12th, 2005, 6:51 pm

Tomsik wrote:
silvermane wrote: If this was possible in Battle Isle in 1995, it can be possible in Wesnoth in 2005.
I can say Evil thing, can't i?
Code it! Much people would be happy to see new fork of wesnoth!
:P
Maybe the gameplays are not exactly the same in the two games.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon

silvermane
Posts: 44
Joined: November 5th, 2004, 8:40 am
Location: EU

Post by silvermane » December 12th, 2005, 7:46 pm

Tux2B wrote: Maybe the gameplays are not exactly the same in the two games.
Actually, Battle Isle 2 & 3 have less artillery support than History Line, for example (unless you count buggies to be artillery).

The main problem with Wesnoth-style artillery might be that units would advance too quickly, especially for the defending side (for it is understood that they would be relatively non-mobile).

Tux2B
Posts: 1217
Joined: March 29th, 2005, 8:18 pm
Location: Toulouse (South of France)
Contact:

Post by Tux2B » December 13th, 2005, 8:26 am

Artillery will have a lot of XP, then.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon

silvermane
Posts: 44
Joined: November 5th, 2004, 8:40 am
Location: EU

Post by silvermane » December 13th, 2005, 1:24 pm

In most scenarios the player is the attacking side that must travel some distance to achieve the scenario goals. Thus they can either leave artillery for home defence or wait while it lugs behind the main force.

In multiplayer both players can recruit whatever they want, and this more or less neutralizes the odds. If you choose to buy heavy artillery, the opponent may swamp you with cheap infantry troops (and HL/BI heavy artillery CAN'T attack the neighbouring hexes). One unit of artillery should be equal to six or eight battalions of infantry, actually, though the exact costs will only be apparent after playtesting.

In HL the situation is actually reversed. More often than not you are encircled and under siege, and your artillery comes into play a lot often.

Post Reply