Squad-Scale Units Modpack

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Which of the mods (if any) should be uploaded separately from the others?

1. None of them
0
No votes
2. No Heal on Advance Mod
1
25%
3. Defined Army Mod
2
50%
4. Better Castles Mod
0
No votes
5. Group XP Mod
1
25%
 
Total votes : 4

Squad-Scale Units Modpack

Postby Hammerfritz » September 2nd, 2016, 9:18 am

Greetings, people of Wesnoth!

Since I recently submitted a MP-modification on the add-on server, I though I might as well register to the forum, should anybody want to discuss my first humble contribution to this excellent game.

My Squad-Scale Units Modpack consists of several mods of mine:

1. Squads Mod
The idea behind squads mod is to push gameplay further to the direction of units representing squads or companies rather than an individual alone.
This is achieved by adding the familiar swarm special to all attacks, doubling unit hp and attack numbers as well as effects of poison, healing, rest, regeneration and such.
A second feature is the possibility to merge injured units, which allows for healing and rescuing xp of badly wounded units.

Some notes on squads mod:
-Units can get 0 attacks at low hp - mind this before ulfserking Adepts with low-hp Dwarves.
-The changes to attacks are carried out at the start of each player's turn, you will not see them directly after recruitment.

2. No Heal on Advance Mod
Units to not gain full health when levelling, only 8hp. Status effects are still removed.

3. Defined Army Mod
This mod removes the income system. Units are only recruited in turn 1 (and allowed to leave their castle hex). Since ai cannot really cope with this change of gameplay, it was modified slightly.

4. Better Castles Mod
Increases Defense on Catsles for all units.

5. Group XP Mod
Distributes XP for killing evenly among units within 3 hexes distance of the killed unit, instead of awarding it to the killing unit alone.

The mods were designed with Advance-Kill mod by Eagle 11 and my own Proper Flying-mod in mind, I usually play them in conjunction. I hope them to be compatible with various eras, but I haven't tested.

Feedback is most welcome! Especially the point which of the mods are actually played interests me, since 5 mods may be a bit much for a pack if you enjoy only one of them, really.
Last edited by Hammerfritz on September 19th, 2017, 9:19 am, edited 10 times in total.
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Re: Squads MP-Mod

Postby Eagle_11 » September 2nd, 2016, 1:14 pm

-Units can get 0 attacks at low hp - mind this before ulfserking Adepts with low-hp Dwarves.

DA dont have melee attacks to retaliate, unless your mod changes that.
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Re: Squads MP-Mod

Postby Hammerfritz » September 2nd, 2016, 2:31 pm

Eagle_11 wrote:
-Units can get 0 attacks at low hp - mind this before ulfserking Adepts with low-hp Dwarves.

DA dont have melee attacks to retaliate, unless your mod changes that.


It doesn't. I just couldn't get the picture out of my mind in which a 0 attack-Ulfserker sluggs it out against a 0 attack-Adept for 30 rounds because Knalgan player forgot about the swarm effect. That move is so damn intuitive. But I tried it now, there's no delay, it's just a wasted move.
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Re: Squad-Scale Units Modpack

Postby lea » October 6th, 2016, 3:43 pm

I wrote "undo healing on advance" mod for my own era/ruleset but it suffered from a bug: when both units advance simultaneously (rare but possible) one of them does not get to choose its advancement path and fully heals.
Your "No Heal on Advance Mod" does not have this bug so I fixed my code with parts of your code ) Thanks!
author of: Altered Era/Ruleset (on BfW 1.12 and BfW 1.10 add-ons servers)
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Re: Squad-Scale Units Modpack

Postby Hammerfritz » October 8th, 2016, 5:17 pm

lea wrote:I wrote "undo healing on advance" mod for my own era/ruleset but it suffered from a bug: when both units advance simultaneously (rare but possible) one of them does not get to choose its advancement path and fully heals.
Your "No Heal on Advance Mod" does not have this bug so I fixed my code with parts of your code ) Thanks!


Glad I could publish something helpful!
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Re: Squad-Scale Units Modpack

Postby slothMD » September 9th, 2017, 11:09 am

Hammerfritz wrote:
lea wrote:I wrote "undo healing on advance" mod for my own era/ruleset but it suffered from a bug: when both units advance simultaneously (rare but possible) one of them does not get to choose its advancement path and fully heals.
Your "No Heal on Advance Mod" does not have this bug so I fixed my code with parts of your code ) Thanks!


Glad I could publish something helpful!


Are you kidding? This modpack (minus defined army) takes me like 90% of where I'd ideally want this game to be, and fixes a lot of my annoyances with the combat model.
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Re: Squad-Scale Units Modpack

Postby Hammerfritz » September 19th, 2017, 9:29 am

Oh my, I didn't write this out of annoyance but just for some versatility in my games, so didn't expect that kind of flattering feedback! Thank you very much!
If you have any suggestions for those remaining 10% I might be able to fulfill with my (limited) capabilities I'd gladly give it a shot!
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