Wesnoth units should be squads, not singles
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Wesnoth units should be squads, not singles
I'm just interested if there's a Wesnoth modification or add-on which presents units as groups of soldiers, instead of individual characters (HP => number of men).
I thought of squads of 10-20 men - just enough to occupy "villages", which are, in fact, houses, and "castles", which should actually be "castle walls". And group fights may be animated like in Langrisser, Panzer General etc.
I thought of squads of 10-20 men - just enough to occupy "villages", which are, in fact, houses, and "castles", which should actually be "castle walls". And group fights may be animated like in Langrisser, Panzer General etc.
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Wesnoth units should be squads, not singles
I hope this reply isn't too late. This has been sugested a few times before. And while I have not seen any era or mods featuring this kind of unit grouping, it should be possible through WML. There have been attempts to store units within each other though (to create transports). Maybe that could be used. You could easilly modify the attacks using swarm, but the difficult thing would be to modify the groups images and animation as they take damage.
Goodluck, I recomend you read up on the wiki.
ps: Take a look at Devlings, this used a simmilar tenique.
Goodluck, I recomend you read up on the wiki.
ps: Take a look at Devlings, this used a simmilar tenique.
Re: Wesnoth units should be squads, not singles
Thank you for your reply, Dipsey. I want to say that I also thought of a new damage calculation method, with the formula for units in melee looking like that:
<< AS = (BS*TM*NS*MC*TS*ETS/EBS*ETM*ENS*EMC*EDR) * AFC * R >>, where:
AS - the calculated attack strength, which equals to enemy unit's losses;
BS - the unit's battle skill (melee);
TM - the current terrain modifier for the battle skill;
NS - the number of soldiers in the unit;
MC - the morale condition of the soldiers in the unit;
TS - the tactical scheme chosen by the player for the unit (more aggressive - more defensive);
DR - damage resistance;
E... - prefix for "enemy";
AFC - additional fighting conditions, such as being surrounded by two enemy units etc.;
R - the randomizer (randomly chosen number), which may be omitted for non-random gameplay.
And the following formula being used for ranged attacks:
<< AS = BS*TM*NS*MC/ET*ES*O*EDR * AFC * R >>, where:
ET - enemy unit's terrain type;
ES - enemy unit's movement speed (if moving);
O - any obstacles in the line of fire.
I guess these may be used in any TBS games. In Wesnoth, we can omit morale and tactical schemes, and the "NS" can easily be replaced by the single soldier's HP, if we play the game the usual way. One of the key moments here is reworking
the terrain defence concept into a new "terrain skill" one. And the main point of it is, of course, to make units more proportional to the Wesnoth terrain as it is graphically presented now, not to mention increasing battles scale.
<< AS = (BS*TM*NS*MC*TS*ETS/EBS*ETM*ENS*EMC*EDR) * AFC * R >>, where:
AS - the calculated attack strength, which equals to enemy unit's losses;
BS - the unit's battle skill (melee);
TM - the current terrain modifier for the battle skill;
NS - the number of soldiers in the unit;
MC - the morale condition of the soldiers in the unit;
TS - the tactical scheme chosen by the player for the unit (more aggressive - more defensive);
DR - damage resistance;
E... - prefix for "enemy";
AFC - additional fighting conditions, such as being surrounded by two enemy units etc.;
R - the randomizer (randomly chosen number), which may be omitted for non-random gameplay.
And the following formula being used for ranged attacks:
<< AS = BS*TM*NS*MC/ET*ES*O*EDR * AFC * R >>, where:
ET - enemy unit's terrain type;
ES - enemy unit's movement speed (if moving);
O - any obstacles in the line of fire.
I guess these may be used in any TBS games. In Wesnoth, we can omit morale and tactical schemes, and the "NS" can easily be replaced by the single soldier's HP, if we play the game the usual way. One of the key moments here is reworking
the terrain defence concept into a new "terrain skill" one. And the main point of it is, of course, to make units more proportional to the Wesnoth terrain as it is graphically presented now, not to mention increasing battles scale.
- dipseydoodle
- Posts: 891
- Joined: September 16th, 2008, 10:26 pm
Re: Wesnoth units should be squads, not singles
That was a mouthfull there. If I understand it correctly you want to use those thing to determine the RNG then right? If so there are allready attempts to modify the RNG and these are all done as added C++ code. Which of course you could add on your own aswell.
cool stuff -dipsey
cool stuff -dipsey