Wesnothian Real Time Stratigy

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Destructinator
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Wesnothian Real Time Stratigy

Post by Destructinator »

hey guys i think it would b n awsum idea. Make an rts out of wesnoth
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Iris
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Re: Wesnothian Real Time Stratigy

Post by Iris »

Okay, go ahead. We’ll be waiting.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
RedAdder
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Re: Wesnothian Real Time Stratigy

Post by RedAdder »

Realtime or Pseudo-Realtime would definitely be an improvement for those maps where there are 6 players, all with just a hero.
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ancestral
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Re: Wesnothian Real Time Stratigy

Post by ancestral »

RedAdder wrote:Realtime or Pseudo-Realtime would definitely be an improvement for those maps where there are 6 players, all with just a hero.
What you want is simultaneous turns. Until then (if ever), consider using tricks like this: http://forums.wesnoth.org/viewtopic.php?f=21&t=36156.
Wesnoth BestiaryPREVIEW IT HERE )
Unit tree and stat browser
CanvasPREVIEW IT HERE )
Exp. map viewer
RedAdder
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Pseudo-Realtime strategy

Post by RedAdder »

Don't tell me what I want ;-)

Let me explain my design. I didn't want to go into it because it would just show that I'm another lazy [censored] who is not willing to code what he has in mind, but I'll try to be exact in my description to make up for it.

The design is inspired by ufo-enemy unknown/xcom and another xcom inspired game.
xcom has stamina for soldiers, which is intended to disallow soldiers to run several turns in a row.
The xcom inspired game (I forgot the name, sorry) on the other hand allowed you to plan movements in ahead, and would pause if any soldier was out of commands, much like the recent jagged alliance.
There is also an implementation of pseudo-realtime which I consider bad: freeciv. What is bad about freeciv is that it allows you to make two moves with the same unit in a row: once at the end of the turn, and once at the begginning of the turn. This can give the win to the fastest.

Fusing these observations into this idea, which I call pseudo-realtime:

Every unit has an additional attribute, stamina, and an additional attribute, initiative.
Stamina has a number of points proportional by a fixed factor, maybe ff=24 or ff=100, to the number of movement points the unit has.
Initiative has a number of points equal to the a fixed factor ff.
Both values cannot go above the max described above.
Both values cannot go below zero.
Both values might be fixed point values with additional precision behind the decimal point.

You can move if your stamina is greater or equal to the ff, spending ff stamina in the process.
You can attack if your initiative is equal to the ff, spending ff initiative in the process.

Each unit might start out with either stamina and initiative set to the max or, configurable, with a fixed random value in between.

In a game with a time limit per turn set, stamina and initiative slowly increase in increments of 1 such that when the time limit is reached, stamina has increased by the number of movement points multiplied by the ff, and initiative has increased by ff. This can be achieved using a Bresenham algorithm.

In addition, or partially, every time a unit moves or attacks, stamina and initiative of all units increase, or more exactly, the timer is advanced, causing the increase. I leave the details of this murky, since it would depend on an assessment of how much of his turn the player has completed - such that when a player with only one unit spends all his movement points and initiative, and spents all his money on recruiting, the timer is advanced just as if a full turn has passed (or maybe a half turn, if there is also a turn time limit).

This method avoids the double-movement effect, and, provided both players have some more than one unit, allows both of them to play simultaneously, without turning the game into a clickfest (again provided that the turn time limit hasn't been set too low).

In addition, optionally you would only be allowed to move also when stamina reached the max, or configurably a fraction, because otherwise hit and run attacks would be possible. this rule might be active only when you attacked, which can be detected by the initiative being below maximum.
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