Ideas about real battle
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Ideas about real battle
1,Cancel random attack,it could be Floating damage numbers on hit,For example, a fatal wound deducts a lot of health or even kills with one hit, while those with good luck can dodge.
2,Ranger should give range attack,How can mages and archers fight in close combat!
3,Necromancers should always summon undead minions at their side, killing living creatures to gain souls, while other races can only spend time recruiting troops at edge of the map, and have to wait a certain number of turns to reach the battlefield.
4,Give high-level subordinates AI permissions, you can give them some funds to recruit soldiers, the most important thing is to let them command the troops,'s too troublesome to operate one by one in the later stage of large battles.
5,Enhance the characteristics of each creature, such as the flesh-eating of ghouls, why can't it be that they eat corpses during combat restore a large amount of health? For example, a level three ogre warrior, fully armed, should have extremely high resistance, and the 8 points of health per turn is too little, how can this reflect the ogre's strength?
6,The rest of the suggestions, such as the orcs can occupy the village to burn, kill, and plunder, destroy and take money, damage value of individual units should fluctuate between -10% and 10% during the day and night, it can't be that the combat capability is greatly weakened at inappropriate times, units should have morale, ordinary farmers should not be scared out of control and keep retreating and disrupting the formation when facing the terrifying l, right? Although these affect the balance, isn't reality unbalanced? And it's more fun this way, right! Whether the game can be updated or someone make an additional module, let a group of players who like such niche games enjoy it soon, I believe everyone will be very grateful.
2,Ranger should give range attack,How can mages and archers fight in close combat!
3,Necromancers should always summon undead minions at their side, killing living creatures to gain souls, while other races can only spend time recruiting troops at edge of the map, and have to wait a certain number of turns to reach the battlefield.
4,Give high-level subordinates AI permissions, you can give them some funds to recruit soldiers, the most important thing is to let them command the troops,'s too troublesome to operate one by one in the later stage of large battles.
5,Enhance the characteristics of each creature, such as the flesh-eating of ghouls, why can't it be that they eat corpses during combat restore a large amount of health? For example, a level three ogre warrior, fully armed, should have extremely high resistance, and the 8 points of health per turn is too little, how can this reflect the ogre's strength?
6,The rest of the suggestions, such as the orcs can occupy the village to burn, kill, and plunder, destroy and take money, damage value of individual units should fluctuate between -10% and 10% during the day and night, it can't be that the combat capability is greatly weakened at inappropriate times, units should have morale, ordinary farmers should not be scared out of control and keep retreating and disrupting the formation when facing the terrifying l, right? Although these affect the balance, isn't reality unbalanced? And it's more fun this way, right! Whether the game can be updated or someone make an additional module, let a group of players who like such niche games enjoy it soon, I believe everyone will be very grateful.
Re: Ideas about real battle
You can implement all of these 6 in your addon.
- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Ideas about real battle
Not only, but #1 is a less random or no luck addon already in existence, #2 is the real ranged attacks addon recently created and very cool, #4 is the messengers addon created by nyannyan, #3 & #5 & #6 are existing in some era or another.
Have a good look at all the amazing addons people have created over the years!
Have a good look at all the amazing addons people have created over the years!
Re: Ideas about real battle
There is also an add-on that allows to plunder or raze a village, and destroy it.
Beheld the origins of BFW.
Max G on WIF
Rank 🌟🌟🌟🌟🌟
Max G on WIF
Rank 🌟🌟🌟🌟🌟
Re: Ideas about real battle
I like that new folks bring ideas to the table. Granted, many things are already implemented/possible, but I still think it is good that ideas are discussed anew by people with a fresh look at things.
A few comments; I'll try to keep this confined mostly to the original points raised.
> Ranger should give range attack,How can mages and archers fight in close combat!
The combat is a very simplistic assumption; I still seem to remember Dave talking about why a lot of the initial design was to keep Wesnoth simple, and I think Wesnoth is still simple. So the battle kind of does not take into account fancy maneuvers. In reality we should simulate a lot of things here (dodge, strike back, counter, feints, throw dirts into the eyes of the enemy, side-by-side fighting etc..), but if the underpinning is based on simplicity, then I think the way how Wesnoth handles combat is fine. If any changes are to be made here then I would still say keep combat simple, but perhaps add one or two options for more simulations to be done (e. g. range effects, initiatives in battle, speed etc..., which is kind of simulated by various other factors indirectly, such as terrain changes, abilities, and so forth).
> 3,Necromancers should always summon undead minions at their side, killing living creatures to gain souls, while other races can only spend time recruiting troops at edge of the map, and have to wait a certain number of turns to reach the battlefield.
I think this could simply be an ability. Some units kind of have that too e. g. the upgraded ghoul gaining permanent hp when eating a unit. And some mods have this as well, I think the biggest mod with the largest number of campaigns has that ability for the main heroes. (Admittedly I like playing mods that e. g. bring new unique abilities in, but some are also rather unbalanced. I don't think what they do can be 1:1 translated into mainline wesnoth.)
> 4,Give high-level subordinates AI permissions, you can give them some funds to recruit soldiers, the most important thing is to let them command the troops,'s too troublesome to operate one by one in the later stage of large battles.
I guess the AI can be improved; some of it is quite easily exploitable, such as when they rush towards an injured unit and try to kill it. I was able to exploit this part by baiting them towards that unit and then killing or injuring them the next turn. I don't know how many devs are looking at the AI logic; I assume it is not the most trivial code, as it has to consider various factors. Would be neat if we could have some kind of "AI general" code, in that different leaders may behave differently while commanding their armies - but I don't want to make this too complicated either. I think keeping wesnoth simple in its core, is a good strategy, even if I enjoy creativity offered by various excellent mods.
> 5,Enhance the characteristics of each creature, such as the flesh-eating of ghouls, why can't it be that they eat corpses during combat restore a large amount of health? For example, a level three ogre warrior, fully armed, should have extremely high resistance, and the 8 points of health per turn is too little, how can this reflect the ogre's strength?
I think this can be addressed on an individual unit basis as well as traits. Perhaps the ogre should be stronger in its final version; the balance team could review that. I think ogres are quite decent already, but perhaps the final upgrade can be reviewed a little. As for recovering: I had a few ideas, e. g. like different cities with a healer that could heal for more. But I think the wesnoth devs kind of need to keep this organized in one place, and tested, so changes here may not be so easy. If things fluctuate too much then people may be upset or other things may break. As for eating stuff: perhaps you can reason that they should gain more hp if the dead corpse was stronger. I don't think regenerating during combat would be a good idea; imagine berzerker ability, after one round of it, the target heals up slightly. (Not that I like the berkerzer ability; lesser berzerk I like more, which can be found in a few mods. The complaint I have with full berzerk is that it leads to a possibility of infinite rounds, which I think is not good; fatigue should kick in for many non-undead units, and even for undead units there should be a time limited in how many hits you can do per round. But that is a separate discussion, as said lesser berzerk made more sense to me conceptually).
> 6,The rest of the suggestions, such as the orcs can occupy the village to burn, kill, and plunder, destroy and take money, damage value of individual units should fluctuate between -10% and 10% during the day and night, it can't be that the combat capability is greatly weakened at inappropriate times, units should have morale, ordinary farmers should not be scared out of control and keep retreating and disrupting the formation when facing the terrifying l, right? Although these affect the balance, isn't reality unbalanced? And it's more fun this way, right! Whether the game can be updated or someone make an additional module, let a group of players who like such niche games enjoy it soon, I believe everyone will be very grateful.
This can also be found in some mods I think, at the least destroying villages. It may be best to isolate suggestions so that the wesnoth devs can decide on the individual proposal. For instance, I would be in support of mainline campaign also featuring destruction (and rebuilding) villages. As for the exact mechanics, that can be discussed; it should probably not be too easy. (Actually I think one of the mainline campaigns or even the primary one, has orc units destroying villages right? Been several years since I last played it.)
Morale could be interesting, but there are probably playability concerns as well as how simple this may be. For instance, if an army loses 50% of its units, and morale drops, making them fight worse, then whoever reaches those threshold-points may have an even bigger advantage. It may be better to implement this or something similar, via some abilities; some mods do something like that, e. g. lower enemy units ability to fight back or retaliate. At any rate, it is good to see new folks come forward with ideas - it may shake up the oldlings to think about possible adjustments; the default game state always has to be considered, though; see the reason why some developers felt a need for creating a balance team as an example here.
A few comments; I'll try to keep this confined mostly to the original points raised.
> Ranger should give range attack,How can mages and archers fight in close combat!
The combat is a very simplistic assumption; I still seem to remember Dave talking about why a lot of the initial design was to keep Wesnoth simple, and I think Wesnoth is still simple. So the battle kind of does not take into account fancy maneuvers. In reality we should simulate a lot of things here (dodge, strike back, counter, feints, throw dirts into the eyes of the enemy, side-by-side fighting etc..), but if the underpinning is based on simplicity, then I think the way how Wesnoth handles combat is fine. If any changes are to be made here then I would still say keep combat simple, but perhaps add one or two options for more simulations to be done (e. g. range effects, initiatives in battle, speed etc..., which is kind of simulated by various other factors indirectly, such as terrain changes, abilities, and so forth).
> 3,Necromancers should always summon undead minions at their side, killing living creatures to gain souls, while other races can only spend time recruiting troops at edge of the map, and have to wait a certain number of turns to reach the battlefield.
I think this could simply be an ability. Some units kind of have that too e. g. the upgraded ghoul gaining permanent hp when eating a unit. And some mods have this as well, I think the biggest mod with the largest number of campaigns has that ability for the main heroes. (Admittedly I like playing mods that e. g. bring new unique abilities in, but some are also rather unbalanced. I don't think what they do can be 1:1 translated into mainline wesnoth.)
> 4,Give high-level subordinates AI permissions, you can give them some funds to recruit soldiers, the most important thing is to let them command the troops,'s too troublesome to operate one by one in the later stage of large battles.
I guess the AI can be improved; some of it is quite easily exploitable, such as when they rush towards an injured unit and try to kill it. I was able to exploit this part by baiting them towards that unit and then killing or injuring them the next turn. I don't know how many devs are looking at the AI logic; I assume it is not the most trivial code, as it has to consider various factors. Would be neat if we could have some kind of "AI general" code, in that different leaders may behave differently while commanding their armies - but I don't want to make this too complicated either. I think keeping wesnoth simple in its core, is a good strategy, even if I enjoy creativity offered by various excellent mods.
> 5,Enhance the characteristics of each creature, such as the flesh-eating of ghouls, why can't it be that they eat corpses during combat restore a large amount of health? For example, a level three ogre warrior, fully armed, should have extremely high resistance, and the 8 points of health per turn is too little, how can this reflect the ogre's strength?
I think this can be addressed on an individual unit basis as well as traits. Perhaps the ogre should be stronger in its final version; the balance team could review that. I think ogres are quite decent already, but perhaps the final upgrade can be reviewed a little. As for recovering: I had a few ideas, e. g. like different cities with a healer that could heal for more. But I think the wesnoth devs kind of need to keep this organized in one place, and tested, so changes here may not be so easy. If things fluctuate too much then people may be upset or other things may break. As for eating stuff: perhaps you can reason that they should gain more hp if the dead corpse was stronger. I don't think regenerating during combat would be a good idea; imagine berzerker ability, after one round of it, the target heals up slightly. (Not that I like the berkerzer ability; lesser berzerk I like more, which can be found in a few mods. The complaint I have with full berzerk is that it leads to a possibility of infinite rounds, which I think is not good; fatigue should kick in for many non-undead units, and even for undead units there should be a time limited in how many hits you can do per round. But that is a separate discussion, as said lesser berzerk made more sense to me conceptually).
> 6,The rest of the suggestions, such as the orcs can occupy the village to burn, kill, and plunder, destroy and take money, damage value of individual units should fluctuate between -10% and 10% during the day and night, it can't be that the combat capability is greatly weakened at inappropriate times, units should have morale, ordinary farmers should not be scared out of control and keep retreating and disrupting the formation when facing the terrifying l, right? Although these affect the balance, isn't reality unbalanced? And it's more fun this way, right! Whether the game can be updated or someone make an additional module, let a group of players who like such niche games enjoy it soon, I believe everyone will be very grateful.
This can also be found in some mods I think, at the least destroying villages. It may be best to isolate suggestions so that the wesnoth devs can decide on the individual proposal. For instance, I would be in support of mainline campaign also featuring destruction (and rebuilding) villages. As for the exact mechanics, that can be discussed; it should probably not be too easy. (Actually I think one of the mainline campaigns or even the primary one, has orc units destroying villages right? Been several years since I last played it.)
Morale could be interesting, but there are probably playability concerns as well as how simple this may be. For instance, if an army loses 50% of its units, and morale drops, making them fight worse, then whoever reaches those threshold-points may have an even bigger advantage. It may be better to implement this or something similar, via some abilities; some mods do something like that, e. g. lower enemy units ability to fight back or retaliate. At any rate, it is good to see new folks come forward with ideas - it may shake up the oldlings to think about possible adjustments; the default game state always has to be considered, though; see the reason why some developers felt a need for creating a balance team as an example here.
- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Ideas about real battle
Yup, by Nyanyanyan also. I misnamed his expendable leaders addon, his messengers mod adds the ability to make alliances and transfer gold. There's also an extra village healing mod, and the classic Revolution & Civil War.
- lhybrideur
- Posts: 454
- Joined: July 9th, 2019, 1:46 pm
Re: Ideas about real battle
AFAIK none atm, which is a pity, but as you say the code is quite complexI don't know how many devs are looking at the AI logic