Multiple Units Recruitment
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- Posts: 2
- Joined: June 9th, 2013, 2:23 pm
Multiple Units Recruitment
Hi all,
First things first: I am new to the forum, and I can't write programs/codes at all.
Second: I like Wesnoth a lot.
Third: My suggestion/idea to enhance the speed and to facilitate the game would be to be able to select multiple units at once.
For example:
Main Char is in a castle and I select recruiting. At this point I would like to be able to input a number next to the unit in order to recruit simultaneously 3 units.
Total Gold: 100
Cost Unit Amount
2 Archer
3 Spearman
5 Mage
Total Gold: 78
Cost Unit Amount
2 Archer 2
3 Spearman 1
5 Mage 3
If I want to buy more units than I have gold, I simply can't chose the quantity of units I want.
Let me know if you understood, if you like the idea and if it is feasible or not.
Thanks.
Silverstorm
First things first: I am new to the forum, and I can't write programs/codes at all.
Second: I like Wesnoth a lot.
Third: My suggestion/idea to enhance the speed and to facilitate the game would be to be able to select multiple units at once.
For example:
Main Char is in a castle and I select recruiting. At this point I would like to be able to input a number next to the unit in order to recruit simultaneously 3 units.
Total Gold: 100
Cost Unit Amount
2 Archer
3 Spearman
5 Mage
Total Gold: 78
Cost Unit Amount
2 Archer 2
3 Spearman 1
5 Mage 3
If I want to buy more units than I have gold, I simply can't chose the quantity of units I want.
Let me know if you understood, if you like the idea and if it is feasible or not.
Thanks.
Silverstorm
Re: Multiple Units Recruitment
in case you didn't know - there's a hot-key for recruit plus one to repeat the last recruit...
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- Posts: 2
- Joined: June 9th, 2013, 2:23 pm
Re: Multiple Units Recruitment
1. Nope, I didn't know the "repeat" recruiting hotkey.Max wrote:in case you didn't know - there's a hot-key for recruit plus one to repeat the last recruit...
2. Still, I'd like to see an option as I've been describing.
- Midnight_Carnival
- Posts: 836
- Joined: September 6th, 2008, 11:08 am
- Location: On the beach at sunset, gathering coral
Re: Multiple Units Recruitment
Umm-hmm.
and what would the function of this be? since Wesnoth is turn-based and not real time, saving time is not really that important and I think anyone who finds clicking on the menu too often to be tiring should get a little more exercise in thier lives!
Otherwise, adding this would not, in my opinion, "hurt" the game in anyway. It is an interesting suggestion and not without merit, all you need to do is convince others of its necessity.
Come on, I'm sure you've sold something before, what do we stand to gain?
and what would the function of this be? since Wesnoth is turn-based and not real time, saving time is not really that important and I think anyone who finds clicking on the menu too often to be tiring should get a little more exercise in thier lives!
Otherwise, adding this would not, in my opinion, "hurt" the game in anyway. It is an interesting suggestion and not without merit, all you need to do is convince others of its necessity.
Come on, I'm sure you've sold something before, what do we stand to gain?
...apparenly we can't go with it or something.
- beetlenaut
- Developer
- Posts: 2825
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Multiple Units Recruitment
Actually, something like this is planned for the upcoming version.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Multiple Units Recruitment
But why would anyone want to recruit multiple units at once when you have no control on which hex they end?beetlenaut wrote:Actually, something like this is planned for the upcoming version.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
- Midnight_Carnival
- Posts: 836
- Joined: September 6th, 2008, 11:08 am
- Location: On the beach at sunset, gathering coral
Re: Multiple Units Recruitment
because they're playing as Undead and want to recruit a whole castle full of walking corpses
...apparenly we can't go with it or something.
- StandYourGround
- Posts: 256
- Joined: May 13th, 2009, 2:16 am
- Location: On a blue ball spinning through space at incomprehensible speed
Re: Multiple Units Recruitment
It would make more sense with an alternate form of input to get recruits. For example, double click (or tap?) on a hex to recruit/recall there, or click and drag to select a group of hexes to recruit several of the same unit… I would find this more useful on devices with touch interfaces.taptap wrote:But why would anyone want to recruit multiple units at once when you have no control on which hex they end?beetlenaut wrote:Actually, something like this is planned for the upcoming version.
I will now resume lurking silently.
Re: Multiple Units Recruitment
There are some events that are launched when certain unit is recruited. How would this apply on multiple recruiting? Would it be launched after the first recruit and then it would break the mass recruit process? Or would all the units be recruited (since they are the same type) and only after that the event would intervene?Midnight_Carnival wrote:Otherwise, adding this would not, in my opinion, "hurt" the game in anyway.
But in general I kinda like the feature. More than often I just want to fill the castle with scouts at the first turn.
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- Posts: 706
- Joined: January 6th, 2004, 10:42 pm
- Location: Portland, OR
Re: Multiple Units Recruitment
How will it be implemented in the UI?beetlenaut wrote:Actually, something like this is planned for the upcoming version.