team= vs enemy=

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Ken_Oh
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team= vs enemy=

Post by Ken_Oh »

I thought this was mentioned before, but I literally spent over a half hour looking for it. If this has been brought up before, think of this as a different spin on the usages of such a system.

Given that I'm on a Wesnoth MP RPG idea kick, I think it could be very useful for role playing if teams weren't so clearly defined. I know Wesnoth used to have "enemy=" (was still left in some campaigns in 1.0), but that AFAIK has all been switched to the current team system.

The problem is, you can't be allied (or really, just not enemies) with 2 sides that are fighting. Given the decision-making processes in true RPGs, this could be very useful.

So, the suggestion isn't that team= be trashed, but have 2 systems where you could simply list "enemy=orcs,undead,thieves" instead.

I've talked with zookeeper on how to WML this and it seems ridiculously complicated, if possible at all. If anyone thinks it can be done relatively easily, I'd love to hear from you.



A related idea is an easy way to attack allies, and thus "declaring war" on that side. Though, I think this might actually CABD with on-command right clicking.
Phoenix
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Post by Phoenix »

I think alot of teh developers are often saying Wesntoh is not supposed to become too much like an RPG... correct me if im wrong. Im about to search for a quote on that hang on.

yay i found it
Dave wrote:(Reason: Wesnoth is a strategy game, not an RPG; this would weight individual units too highly).
This would have something cool if i actually had anything intersting to say or write.
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Ken_Oh
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Post by Ken_Oh »

Let me guess, you haven't seen the add-ons server lately, have you?
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zookeeper
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Re: team= vs enemy=

Post by zookeeper »

Ken Oh wrote:I've talked with zookeeper on how to WML this and it seems ridiculously complicated, if possible at all. If anyone thinks it can be done relatively easily, I'd love to hear from you.
Well, if someone wrote the ridiculously complicated but easy-to-use macro for doing that, it sure would be relatively easy then. :) However, I'm not exactly volunteering for that, at least not right away. You could try convincing me though. :P
CIB
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Post by CIB »

It would be possible with WML? o.o
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Ken_Oh
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Post by Ken_Oh »

If I remember correctly from many months ago on ICQ, zookeeper said he thought it would be possible.
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Post by Darth Fool »

This is one of those things that really should be changed in the C++. It would be much easier, I think, to create a WML macro that simulates the current team= method from an enemy= method than the other way around.
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Post by CIB »

Ah, you can modify the team with [modify_side]. Cool, I have never seen anyone do this, so I thought it wouldn't be possible.
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Post by gabe »

idea :shock:
have a side tag: allied=x
let it change via WML (pray to Darth Fool)sic
this would solve all issues related to side and teams and WML :shock:
happy timezone traveler
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Ken_Oh
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Post by Ken_Oh »

That would be just the reverse of enemy= and really just the same. Well, allied= is probably a bit better since it would take less input, as I think you're more likely to be a side's enemy than an ally (for example, there wouldn't be have to be anything in the WML for a FFA scenario).

Anyway, I only put enemy= because that's what I've seen in old WML. Either is fine.
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