Supply in Wesnoth Campaigns
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Supply in Wesnoth Campaigns
Hi community,
Have we ever seen UMCs with supply constraints? For example, forcing units to stay close to certain resource points or to store provisions. I think this could add an interesting strategic challenge, especially for players who like to plan for the long term. Would WML or Lua allow this without too much difficulty, or would it be an unnecessary complexity for the game?
Have we ever seen UMCs with supply constraints? For example, forcing units to stay close to certain resource points or to store provisions. I think this could add an interesting strategic challenge, especially for players who like to plan for the long term. Would WML or Lua allow this without too much difficulty, or would it be an unnecessary complexity for the game?
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SpenceLack
- Posts: 116
- Joined: January 22nd, 2007, 4:29 am
Re: Supply in Wesnoth Campaigns
The existing default village/gold system forces the player, to some extent, to protect his own villages and deny villages to the enemy. Due to unit upkeep costs, villages are basically like resource points.
In terms of forcing players to defend to certain areas, this is very easy to do with WML. In one scenario I created I designated one village as the player's headquarters, and made it a defeat condition if the player ever lost that village, so they were forced to defend it. It took only a few lines of code to do that. But I'm not sure doing something like that over the course of a whole campaign would be desirable; that might be unnecessarily complex.
In terms of forcing players to defend to certain areas, this is very easy to do with WML. In one scenario I created I designated one village as the player's headquarters, and made it a defeat condition if the player ever lost that village, so they were forced to defend it. It took only a few lines of code to do that. But I'm not sure doing something like that over the course of a whole campaign would be desirable; that might be unnecessarily complex.
- Spannerbag
- Posts: 848
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: Supply in Wesnoth Campaigns
Several user made campaigns do (or did) this, I played one ages ago - although I couldn't spot anything familiar on a swift skim of v.18 add-on campaigns.
This dead topic (last post 2010) might be of interest (tho' it's multiplayer I believe).
In case you aren't aware, these points are also addressed in the ideas forum (points 22 & 23).
Hope my ramblings clarify/help.
Cheers!
-- Spannerbag
This dead topic (last post 2010) might be of interest (tho' it's multiplayer I believe).
In case you aren't aware, these points are also addressed in the ideas forum (points 22 & 23).
Hope my ramblings clarify/help.
Cheers!
-- Spannerbag
Re: Supply in Wesnoth Campaigns
There is also A New Land, which is a mainline multiplayer scenario.
- lhybrideur
- Posts: 497
- Joined: July 9th, 2019, 1:46 pm
Re: Supply in Wesnoth Campaigns
There is a bit of that in my campaign (Legends of Idaamub) with a food system. You can buy and find food, you consume 1 food in each scenario, and if you run out of food your lose HP each turn until you get food.