Chessnoth
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- Posts: 131
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Chessnoth
I'm wondering if anyone has made a chesslike adaptation of Wesnoth before? I'm not any good at chess, but I think it'd make an interesting multiplayer variant. The rules:
Alternatively, to stay truer to chess, perhaps the WCs could be replaced with Peasants, the healer units replaced, and start every unit off with 1 HP and poison. This will make it a one-hit-kill game (although the attacker is not guarunteed to win).
Is there an easy-to-modify multiplayer scenario template? Has anyone done this before? Does this sound like a terrible multiplayer idea?
- A) Win condition is kill the opposing leader, as normal
B) No recruitment, preferably no keep tile if the game allows that
C) Pawns = Walking Corpses
- Knights = something with Skirmisher
- Bishops = Mage of Light
- Rook = Dwarvish Guardsman? Shock Trooper?
- Queen = Elvish Sylph or Shyde
- King = One of the big drakes
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Is there an easy-to-modify multiplayer scenario template? Has anyone done this before? Does this sound like a terrible multiplayer idea?
Usque adeone mori miserum est? After all, there's always a continue...
- Elvish_Pillager
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I think what would be better would be to define a Chess-like movement scheme; for example, you could only move one unit per turn, and the units would move as follows. This list assumes a side marching downwards; also, all units obey Zone of Control as normal, they simply are forbidden from traveling on any paths but the ones they are specifically allowed to move on.
Spearman (Pawn):
\|/
/|\
Can only move one hex forward, or to the left or right if it can subsequently attack. Promotes to another piece upon reaching the last rank. (It keeps its level, if it's advanced.)
Bowman (Bishop):
\|/
/|\
Can move any number of hexes in the non-vertical directions
Heavy Infantryman (Rook):
\|/
/|\
Can move any number of hexes vertically, or backwards diagonally.
Fencer (Knight):
Can move to any hex within two hexes, provided it is a full two hexes from the starting position.
Horseman (Queen):
\|/
/|\
Can move any number of hexes straight in any direction.
Mage (King):
\|/
/|\
Can move one hex in any direction.
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Later, perhaps, other factions could be given their own sets of pieces, but for now, this will be the setup I implement, if I get around to implementing this in WML.
Spearman (Pawn):
\|/
/|\
Can only move one hex forward, or to the left or right if it can subsequently attack. Promotes to another piece upon reaching the last rank. (It keeps its level, if it's advanced.)
Bowman (Bishop):
\|/
/|\
Can move any number of hexes in the non-vertical directions
Heavy Infantryman (Rook):
\|/
/|\
Can move any number of hexes vertically, or backwards diagonally.
Fencer (Knight):
Can move to any hex within two hexes, provided it is a full two hexes from the starting position.
Horseman (Queen):
\|/
/|\
Can move any number of hexes straight in any direction.
Mage (King):
\|/
/|\
Can move one hex in any direction.
-------
Later, perhaps, other factions could be given their own sets of pieces, but for now, this will be the setup I implement, if I get around to implementing this in WML.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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I wasn't aware you could do anything that complicated in WML - my ideas were all basically "setup the game this way" and then let it run under the standard Wesnoth rule set. I was thinking of doing this to teach myself enough WML to see if I wanted to put a campaign together (I have a plot for it). I'll crash-course myself through some of it this afternoon and see what I can put together.
Making it one move per turn I think would be essential, otherwise it would just turn into a messy sacrificial free-for-all where you try to get at the opposing king. I hadn't thought of that the first time around. (I have no idea how to code it.)
Making it one move per turn I think would be essential, otherwise it would just turn into a messy sacrificial free-for-all where you try to get at the opposing king. I hadn't thought of that the first time around. (I have no idea how to code it.)
Usque adeone mori miserum est? After all, there's always a continue...
- Elvish_Pillager
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It's very difficult and requires hacks. I just tried to start, but I'm currently very tired, and it's not an easy task, so I'll do it later...stillnotelf wrote:(I have no idea how to code it.)
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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I don't have any idea what I'm doing, so this is a complete and total failure (so far), but here's a pitiful part of a pathetic first attempt anyway. I was attempting to modify the Wesbowl code.
- Attachments
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- chessnoth.cfg
- Shield your eyes before you look at this, it's painfully bad
- (2.36 KiB) Downloaded 159 times
Usque adeone mori miserum est? After all, there's always a continue...
Just wondering, why would you do this instead of playing chess? To get the hexiness of it? I think that, with the mechanics of chess, it wouldn't work very well with a hex board.
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
And I hate stupid people.
The World of Orbivm
Here, I made a chessboard-like map just for the heck of it. It's at an isometric-like perspective.
It's an 8x8 chessboard with the dark and light colors being normal, but I used a variety of terrain types for them. The first row on both sides is alternating castle and dwarven castle, the rest are different normal terrain types.
Note: No player start positions are set.
It's an 8x8 chessboard with the dark and light colors being normal, but I used a variety of terrain types for them. The first row on both sides is alternating castle and dwarven castle, the rest are different normal terrain types.
Note: No player start positions are set.
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Chess description
chess map (post questions on "map"topic bposted by me )
The roads are the attack place(if in the case you want to move there is an enemy, you stop on the road and you attack him,but you cannot go there for other reasons the win is by killing the king
The roads are the attack place(if in the case you want to move there is an enemy, you stop on the road and you attack him,but you cannot go there for other reasons the win is by killing the king
- Attachments
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- Chess.cfg
- Chess
- (440 Bytes) Downloaded 147 times
Great Mage Nicolas
You know, if you're going to define a chess-like movement scheme, why don't you use the closest analogues we have to the given units - not in terms of use, but in terms of appearance?
Konrad and Lisar/Haldric and Jessica = king/queen
Horseman=knight
White Mage=bishop
Spearman=pawn (same)
HInfantry=rook (same)
Konrad and Lisar/Haldric and Jessica = king/queen
Horseman=knight
White Mage=bishop
Spearman=pawn (same)
HInfantry=rook (same)
- Elvish_Pillager
- Posts: 8137
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Because the original Chess units don't care about appearance much either, so why should we?Jetryl wrote: You know, if you're going to define a chess-like movement scheme, why don't you use the closest analogues we have to the given units - not in terms of use, but in terms of appearance?
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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