Support for multiple leaders?
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Support for multiple leaders?
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 thought that this was now more appropriate for Ideas Forum, so I kind of moved it myself.

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 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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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.
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.
In summation, you're wrong.
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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 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 very familiar with WML, but I again guess that you would make a unit which had "canrecruit=1"...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?
Hey, I didn't really get what you are after with these comments? Maybe I'm just stupid.. :S
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Re: Support for multiple leaders?
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 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)
Re: Support for multiple leaders?
Right! Then ignore that phrase all of you.Ken Oh wrote: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 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)

Re: Support for multiple leaders?
If you know WML, it'll be very easy. Just change all the units to "canrecruit=1" in a scenario and everyone can recruit.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.

Why did the fish laugh? Because the sea weed.
Re: Support for multiple leaders?
As has been said a lot of times, it does not work. To support multiple leaders, changes in the C++ code are required.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.
I checked it too with 1.1.1 and it didn't work. Could you post your test scenario?Noyga wrote:Sorry, you're wrong.
I checked and it works
Just do like toms says...
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.
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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.
Never the less, this is on my list of things to fix/enable. Unfortunately, my list is quite long.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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.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?