Game engine question
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Game engine question
Hi to anyone reading this post
Is it possible in the Wesnoth engine to have units that can engage in combat from a distance, that is... not having to bump into an opposition unit to attack it? Perhaps a command key, "Ctrl+A" for example, that would bring up a small cursor and permit a unit to attack instead of moving - perfect for artillery units like catapults and ballistas. Apologies if this is already in place and I just haven't seen it, but I just wanted to know if it was possible. If it isn't currently in place, is it worth considering? Would bring a nice new dimension to the strategy without changing the way the game plays.

Is it possible in the Wesnoth engine to have units that can engage in combat from a distance, that is... not having to bump into an opposition unit to attack it? Perhaps a command key, "Ctrl+A" for example, that would bring up a small cursor and permit a unit to attack instead of moving - perfect for artillery units like catapults and ballistas. Apologies if this is already in place and I just haven't seen it, but I just wanted to know if it was possible. If it isn't currently in place, is it worth considering? Would bring a nice new dimension to the strategy without changing the way the game plays.

Truely ranged attack (ie more than the neigbour hexes) aren't supported by the engine.
And we're unlikely going to support it :
And we're unlikely going to support it :
I think it is possible to do this through WML and a select event, but it won't work for networked games (select events were not designed for multiplayer).FREQUENTLY PROPOSED IDEAS wrote:* Ranged weapons should be able to reach across multiple hexes
Background: suggestions that units such as archers (or perhaps catapults) should be able to fire their weapons across multiple tiles
Result: although the game engine used to support this, the developers do not feel it enhanced the game, since among other things, it would be very difficult to protect units from dying
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

FREQUENTLY PROPOSED IDEAS wrote:the developers do not feel it enhanced the game

1. Make catapults very pricey.FREQUENTLY PROPOSED IDEAS wrote:since among other things, it would be very difficult to protect units from dying
2. Make catapults chance to hit 20% or even lower (just like magic 70%).
3. Make catapults slow and easy to destroy (low hp).
Look at SSI Fantasy General.
Trust me. It's not worth arguing over it.
Soft locked. Unless you have something really pertinent to say, don't post here.
Soft locked. Unless you have something really pertinent to say, don't post here.
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
You'll find reasons for why Wesnoth doesn't have this with a little searching. It's one of the most often proposed ideas, and the debate around it has been gone through about a dozen times.
So no, the engine doesn't support this and any way you possibly could come up with for doing this in WML would be incredibly clumsy and annoying (to write and more importantly, to use).
So no, the engine doesn't support this and any way you possibly could come up with for doing this in WML would be incredibly clumsy and annoying (to write and more importantly, to use).
OK, just one final thing - and it isn't about changing Wesnoth. Is the old version of Wesnoth with actual ranged combat still available? As I'd like to see how it worked. I only ask as I want to develop a (non-Wesnoth) MOD of my own and would like to include this ability.
Many thanks in advance <bowing apologetically to the Wesnoth developers for daring to suggest such a change to their game
>
Many thanks in advance <bowing apologetically to the Wesnoth developers for daring to suggest such a change to their game

I think the feature was removed before 1.0 (not completely sure)...if you can find some of the 0.x releases, you might have a chance. I'm not sure if you can find them anywhere here in wesnoth.org though.Nev wrote:OK, just one final thing - and it isn't about changing Wesnoth. Is the old version of Wesnoth with actual ranged combat still available?
EDIT: Sourceforge has some older builds.