Features for 0.7?

General feedback and discussion of the game.

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gbu

Post by gbu »

telex4: I use Shydes for the healing strategy you mentioned. As
for White Mages forcing different strategies, that makes sense,
but I'm only recommending buffing them up against one
type of enemy, or giving some other adjustment. As for
comparing 2nd level to 3rd, I guess I meant Mage of Light
or White Mage when I said White Mage. The wimpiness of
the White Mage means for practical purposes I tend not to
produce Mages of Light until around the final scenario,
whereas Shydes show up quite early.

miyo: Ah, that's useful. I didn't know what Illumination did. There
are a few abilities like that that don't seem to be documented,
or I'm just too stupid to notice where they are. For example,
from playing the game, I gather that leadership somehow
increases the maximum damage of units surrounding the
leader, but this isn't documented anywhere as far as I can
tell, and there seem to be exceptions to this (maybe it's only
units of the same alignment?) which I haven't quite figured
out yet.
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

There are vague descrptions of Illumination and leadership in the descriptions of the appropriate units. they don't describe the ability per say, but they do explain what the unit with that ability does. Both of these abilities help surrounding units fight better, though I admit myself I don't know quite how.
Guest

Post by Guest »

Just a few ideas (i just started to play the game a few days ago, it's really a great game :D ). Some might have been said earlier. It's an unsorted list of everything in my mind.
  • A FEW more eye candy. It never hurts and this game is so cool that it would be a shame some people never even try it out because the graphics looks too old :?
  • More races. It would add more diversity. Maybe add the dwarves as a playable race.
  • The possibility to select "random" as the player race for multiplayer
  • Some cities in addition to villages. They would provide more gold, heal better, give a better defense and maybe try to defend themeselves (local militia) if they are attacked and no one is present. The defense would be poor, but maybe high enough that a lone walking corpse couldn't seize them.
  • More units 8) Not too much. At least avoid some units being available to several race. The mage could be replaced by an elven mage in the elven race e.g.
  • Colorize the villages in the minimap, so they reflect the owner's color. It would be so much more convenient when you try to locate the villages you don't control.
  • Easier cycling through units. Auto cycle to next unit when a unit finishes it's turn. Dbl clicking a unit's name would select it and center the map on it...
Circon
Posts: 1200
Joined: November 17th, 2003, 4:26 am
Location: Right behind Gwiti, coding

Post by Circon »

The dwarves are a WIP, and I think they are planned to be a playable race, just as soon as someone gets around to it. Hey, why don't you invent a few more units?

Easier cycling through units: Nahh. I don't like it. When I've moved a unit, I like watching the area around it, checking enemy move rates, figuring out what to move next to it, maybe pressing Undo. Not a good idea IMHO.

Suggestion for an Elven mage: That would be the Shaman you're referring to. Don't confuse the campaign units with the multiplayer races. There are no units available to several races.

I really like your suggestions for cities and eye candy. Why the h*ck are all the villages equally rich?
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Greetings,

villages, towns, gold mines... has been already talked here - http://wesnoth.whitevine.net/forum/phpB ... sc&start=0

Continue discussion there (please first read what has already been talked).

- Miyo
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Villages, Towns/Cities and Gold Mines, all discussedfive months ago, but I wouldn't have known you'd discussed them unless you posted the link. I still think these would be interesting things to implement. Especially gold mines which would pose an interesting dynamic of increased gold and decreased defense. The converse might be fortresses which have increased defense and almost no gold. And of course the healing centers or temples we talked about before, which would have little defense but high healing. All of these might help spice up the normal disbursement of towns. They shouldn't be used on every map, but could make certain maps more interesting.
gbu

Post by gbu »

Maybe the unit cycling could use some discussion, though. I recently
discovered the "n" hotkey, which is helpful. That lets you cycle
through units, but it has some flaws, I think, mainly in the order that
units get cycled through. The problem with the "n" behavior is that it
picks a order of units at the beginning and always starts at the same
place whenever you press "n." That is, every time you hit "n" it goes
to the first unit in the order that has moves left (well, if you hit "n"
multiple times without doing anything you do go through all the units,
but if you actually move one of the units, it starts over). It would be
a lot more convenient if the "n" key went first to the most experienced
unit with moves left, and if it always went to units with a green
globe before units with a gold globe (that is, haven't moved
at all versus have moved some already). Also, it would be
better if it never reset to the beginning of the order except by rolling
over at the end. (Hmm, don't know if that made any sense, but
try it, you'll see what I'm talking about).
Bob Morane

Post by Bob Morane »

OK, i was this guest. Now i registered.
Circon wrote:The dwarves are a WIP, and I think they are planned to be a playable race, just as soon as someone gets around to it. Hey, why don't you invent a few more units?
Mhh, why not, but as i said i'm new to the game, so units i could invent would hardly be balenced. Once i'm more used to the game, i might try and invent something.
Suggestion for an Elven mage: That would be the Shaman you're referring to. Don't confuse the campaign units with the multiplayer races. There are no units available to several races.
Mages (those you can lvl to red and white mages) ARE available to elves in MP, at least they are in 0.61. I hevn't been able to d/l the 0.62 CVS, so i don't know about this one, but they are in the latest release version.

Sorry for the town discussion. Well, at least it proves more people like this idea :oops:
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Read about contributing to wesnoth, and some guidelines for getting new units included - http://wesnoth.whitevine.net/forum/phpB ... it+sponsor

- Miyo
ziberpunk

Post by ziberpunk »

gbu: I agree with you, anyway you can end a turn for a unit just pressing space.
ziberpunk

Post by ziberpunk »

Now cycling works this way:

*) If you press 'n' , you go to the next green (green orb) unit.
*) If there're no green units, you go to next yellow unit.
*) When you select a unit, pressing 'n' will send you to next unit from the one that was selected, considering the green/yellow property.

Feel free to test it and post your opinions :)
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

I think that 'n' should cycle through both green and yellow units (even if there are units that are green).

- Miyo
ziberpunk

Post by ziberpunk »

Ok, I've removed preference for green units
Guest

Post by Guest »

Thanks for the mod! I'll try it out as soon as I can. I don't understand,
though, why you "removed the preference for green units". If I understood
miyo correctly, he just wanted to make sure both green and yellow units
showed up in the sequence, which indeed would happen according to
your description. Maybe I misunderstood something. I guess it doesn't
matter that much, anyway, given the most important part of the fix --
always starting at the next unit in the sequence after the last-selected
unit.
gbu

Post by gbu »

Oh, I think I understand miyo's point now. Having tried the mod, it does for the most part exactly what I would expect. However, it seems to skip gold/yellow units entirely, which is undesirable. I had thought the "n" sequence would cover all units, but it would just sort the yellow ones last in the sequence.
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