Support for multiple leaders?

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deserter
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Support for multiple leaders?

Post by deserter »

This spawned from here: http://www.wesnoth.org/forum/viewtopic. ... 195#133195

I thought that this was now more appropriate for Ideas Forum, so I kind of moved it myself. ;) (Didn't want to bother any admins...)

So, I wanted to have two leaders in a MP scenario, but it didn't work out... :S

Do you think having multiple leaders is a good idea? Is it worth implementing? Why, and why not. Word is free! :) (I don't know if phrase "word is free" exist in english)
I wrote:I think it would be fun.
It would be a bit like having MP duel with a total of 4 teams meaning 2 teams for each player which would makes two leaders, but they would have to move in a separate turns, just like the units of the two teams that a player controlled. Sad
Obviously multiple leaders in a same actual side would be much more preferable to overcome some problems.
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Post by toms »

Oh yeah. I rebembe the topic.

And it IS possible to have a side with no_leader=yes and a unit with canrecruit=1 wich recruits. :?
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Duke Guillermo
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Post by Duke Guillermo »

If one were to design a scenario which had Konrad, and once Konrad AMLAed for the first time the designer intends for him to become a second leader...How would this be done?

If one were to design a faction in which one offshoot of a unit (advancement option) is an inferior version of the previous unit, but a leader...How would this be done?

Thanks.
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Lord_Aether
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Post by Lord_Aether »

I would like to see the capability, it doesn't mean every scenario has to use it, but sometimes it would make sense in campaigns.
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deserter
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Post by deserter »

Duke Guillermo wrote:If one were to design a scenario which had Konrad, and once Konrad AMLAed for the first time the designer intends for him to become a second leader...How would this be done?
I'm not sure, but I guess that you would have to code an AMLA-option which would give your AMLAed unit "canrecruit=1". Was that what you meant?
Duke Guillermo wrote:If one were to design a faction in which one offshoot of a unit (advancement option) is an inferior version of the previous unit, but a leader...How would this be done?
I'm not very familiar with WML, but I again guess that you would make a unit which had "canrecruit=1"...

Hey, I didn't really get what you are after with these comments? Maybe I'm just stupid.. :S
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Ken_Oh
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Re: Support for multiple leaders?

Post by Ken_Oh »

deserter wrote:Do you think having multiple leaders is a good idea? Is it worth implementing? Why, and why not. Word is free! :) (I don't know if phrase "word is free" exist in english)
I don't think it exists. There is a the phrase "Talk is cheap" but it's more used in saying that you should stop talking and start working.
deserter
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Re: Support for multiple leaders?

Post by deserter »

Ken Oh wrote:
deserter wrote:Do you think having multiple leaders is a good idea? Is it worth implementing? Why, and why not. Word is free! :) (I don't know if phrase "word is free" exist in english)
I don't think it exists. There is a the phrase "Talk is cheap" but it's more used in saying that you should stop talking and start working.
Right! Then ignore that phrase all of you. ;)
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appleide
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Re: Support for multiple leaders?

Post by appleide »

deserter wrote:This spawned from here: http://www.wesnoth.org/forum/viewtopic. ... 195#133195

I thought that this was now more appropriate for Ideas Forum, so I kind of moved it myself. ;) (Didn't want to bother any admins...)

So, I wanted to have two leaders in a MP scenario, but it didn't work out... :S

Do you think having multiple leaders is a good idea? Is it worth implementing? Why, and why not. Word is free! :) (I don't know if phrase "word is free" exist in english)
I wrote:I think it would be fun.
It would be a bit like having MP duel with a total of 4 teams meaning 2 teams for each player which would makes two leaders, but they would have to move in a separate turns, just like the units of the two teams that a player controlled. Sad
Obviously multiple leaders in a same actual side would be much more preferable to overcome some problems.
If you know WML, it'll be very easy. Just change all the units to "canrecruit=1" in a scenario and everyone can recruit. :wink:
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zookeeper
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Re: Support for multiple leaders?

Post by zookeeper »

appleide wrote:If you know WML, it'll be very easy. Just change all the units to "canrecruit=1" in a scenario and everyone can recruit. :wink:
As has been said a lot of times, it does not work. To support multiple leaders, changes in the C++ code are required.
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appleide
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Post by appleide »

Oh... :oops:

Alot of times?? I didn't know that either... Sorry for not knowing... :cry:
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zookeeper
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Post by zookeeper »

appleide wrote:Alot of times?? I didn't know that either...
Well, at least in the thread from which this one spawned from. :wink: Perhaps not a lot of times even there, but I think it was at least made quite clear.
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Noyga
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Post by Noyga »

Sorry, you're wrong.
I checked and it works
Just do like toms says...
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zookeeper
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Post by zookeeper »

Noyga wrote:Sorry, you're wrong.
I checked and it works
Just do like toms says...
I checked it too with 1.1.1 and it didn't work. Could you post your test scenario?

For comparison, here is my test (MP) scenario. Any unit that is recruited gets canrecruit=1 itself. Move the "new leaders" to keeps and try to recruit, and what you'll get is that only the latest unit that got canrecruit=1 set for him can recruit.

EDIT: I tried this also as a campaign scenario, with no_leader=yes and multiple units with canrecruit=1, but could not get that to work either. If someone has succeeded in doing this so that it works, please post your test scenario for it.
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canrecruit_test.cfg
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Last edited by zookeeper on February 13th, 2006, 11:58 am, edited 2 times in total.
Darth Fool
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Post by Darth Fool »

Wouldn't the easiest way to do this in WML be to have an event that whenever a unit moved on to a keep, you would filter for the unit with can_recruit, remove it, and then add can_recruit to the unit that just moved on the keep?

Never the less, this is on my list of things to fix/enable. Unfortunately, my list is quite long.
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zookeeper
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Post by zookeeper »

Darth Fool wrote:Wouldn't the easiest way to do this in WML be to have an event that whenever a unit moved on to a keep, you would filter for the unit with can_recruit, remove it, and then add can_recruit to the unit that just moved on the keep?
Easiest, yes. But then the player would need to shuffle the leaders back and forth in and out of their keeps just to "enable recruiting" for the leader with which you want to recruit at that moment, which would be potential waste of movement, for example.
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