Supply in Wesnoth Campaigns

General feedback and discussion of the game.

Moderator: Forum Moderators

Post Reply
IvanD
Posts: 1
Joined: November 4th, 2025, 9:59 am

Supply in Wesnoth Campaigns

Post by IvanD »

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?
SpenceLack
Posts: 116
Joined: January 22nd, 2007, 4:29 am

Re: Supply in Wesnoth Campaigns

Post by SpenceLack »

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.
User avatar
Spannerbag
Posts: 848
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: Supply in Wesnoth Campaigns

Post by Spannerbag »

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
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
gnombat
Posts: 942
Joined: June 10th, 2010, 8:49 pm

Re: Supply in Wesnoth Campaigns

Post by gnombat »

There is also A New Land, which is a mainline multiplayer scenario.
User avatar
lhybrideur
Posts: 497
Joined: July 9th, 2019, 1:46 pm

Re: Supply in Wesnoth Campaigns

Post by lhybrideur »

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.
Post Reply