The time of the day at the start should be random.
Moderator: Forum Moderators
The time of the day at the start should be random.
The subject says it all. Particularly in games in small maps, undeads are always in disadvantage because the first critical turns are daylight.
The question is, ¿could the time of the day be random at the start of multiplayer games instead of dawn?
I think that would make the games more balanced and even would help to change the strategies in some well known maps like charge.
The question is, ¿could the time of the day be random at the start of multiplayer games instead of dawn?
I think that would make the games more balanced and even would help to change the strategies in some well known maps like charge.
[time] can't be set within an event.
Variables are only set within an event, as are if-then structures.
Impasse on the WML end. Since time of day is purely a WML construct, you're SOL without changing WML.
EDIT:
What you CAN do is pick a random number from 1-6 and force all sides to sit out that many turns. Then you can all start on the next day, which will have been chosen randomly. You can do this by surrounding all keeps with shroud until the magic turn and then changing them to castle. The players wouldn't even know which turn it would be until their castles appear.
Variables are only set within an event, as are if-then structures.
Impasse on the WML end. Since time of day is purely a WML construct, you're SOL without changing WML.
EDIT:
What you CAN do is pick a random number from 1-6 and force all sides to sit out that many turns. Then you can all start on the next day, which will have been chosen randomly. You can do this by surrounding all keeps with shroud until the magic turn and then changing them to castle. The players wouldn't even know which turn it would be until their castles appear.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
-
- Posts: 193
- Joined: September 20th, 2005, 8:17 pm
- Location: A galaxy far far away...
[event]
name=prestart
{VARIABLE_OP start_turn random 1..6}
[/event]
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=start_turn
numerical_equals=$turn_number
[/variable]
[then]
[store_locations]
x=1-99
y=1-99
terrain=W # <- whatever the cavewall terrain letter is
variable=cavewall_locations
[/store_locations]
{FOREACH cavewall_locations i}
{VARIABLE_OP cave_x format $cavewall_locations[$i].x}
{VARIABLE_OP cave_y format $cavewall_locations[$i].y}
[terrain]
x=$cave_x
y=$cave_y
letter=C
[/terrain]
{NEXT i}
[/then]
[/if]
[/event]
I haven't tested it out, but if it doesn't work post back. Surround the keeps with cavewall on the map. Shroud or fog might be better, but I don't know how well shroud would work (since it's a space). Fog (~) has some graphical problems but it might work better since you don't have to dump all of your cavewall.
name=prestart
{VARIABLE_OP start_turn random 1..6}
[/event]
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=start_turn
numerical_equals=$turn_number
[/variable]
[then]
[store_locations]
x=1-99
y=1-99
terrain=W # <- whatever the cavewall terrain letter is
variable=cavewall_locations
[/store_locations]
{FOREACH cavewall_locations i}
{VARIABLE_OP cave_x format $cavewall_locations[$i].x}
{VARIABLE_OP cave_y format $cavewall_locations[$i].y}
[terrain]
x=$cave_x
y=$cave_y
letter=C
[/terrain]
{NEXT i}
[/then]
[/if]
[/event]
I haven't tested it out, but if it doesn't work post back. Surround the keeps with cavewall on the map. Shroud or fog might be better, but I don't know how well shroud would work (since it's a space). Fog (~) has some graphical problems but it might work better since you don't have to dump all of your cavewall.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
-
- Posts: 48
- Joined: October 22nd, 2005, 7:23 am
- Location: australia
-
- Posts: 193
- Joined: September 20th, 2005, 8:17 pm
- Location: A galaxy far far away...
I'm not so sure I did it right... I'll let you know when I've got it working.
edit: This goes in the senario config file, yes?
edit: This goes in the senario config file, yes?
If stupidity got me into this, it should get me out.
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Here is working WML. You can make it into a macro, like {RANDOMIZE_TURNS}, and it should work.
Edit: the problem is that it turns all castle tiles into regular castles, but I'm not going to worry about it.
Edit: the problem is that it turns all castle tiles into regular castles, but I'm not going to worry about it.
Code: Select all
[event]
name=prestart
{VARIABLE_OP start_turn random 1..6}
[store_locations]
x=1-99
y=1-99
radius=1000
terrain=C,n,N,o
variable=block_locations
[/store_locations]
{FOREACH block_locations i}
{VARIABLE_OP block_x format $block_locations[$i].x}
{VARIABLE_OP block_y format $block_locations[$i].y}
[terrain]
x=$block_x
y=$block_y
letter=~
[/terrain]
{NEXT i}
[/event]
#define UNBLOCK_CASTLES
[if]
[variable]
name=start_turn
numerical_equals=$turn_number
[/variable]
[then]
{FOREACH block_locations i}
{VARIABLE_OP block_x format $block_locations[$i].x}
{VARIABLE_OP block_y format $block_locations[$i].y}
[terrain]
x=$block_x
y=$block_y
letter=C
[/terrain]
{NEXT i}
[/then]
[/if]
#enddef
[event]
name=start
{VARIABLE turn_number 1}
{UNBLOCK_CASTLES}
[/event]
[event]
name=new turn
first_time_only=no
{UNBLOCK_CASTLES}
[/event]
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
So does that mean you think it would make it more fair? Canceling out the negatives = I see that making it random would make anything more fair anyway.telly wrote:I don't see that making it random wouldn't make anything more fair anyway
Regardless, I thought that was the point. Every non-neutral faction has an equal chance of engaging at its preferred time, whereas before the probability was skewed in favor of chaotics.
To say that still constitutes an unfair advantage is to complain about the time of day system. Unless you have only dawn or dusk, first contact must happen sometime (and if it's dawn or dusk then a preferred time is imminent).
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
Scott: You should also reset gold when you unblock them, and set the leaders' moves to -1 in the meantime, because castles are not always surrounding...
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
See feature request https://gna.org/bugs/index.php?func=det ... em_id=4799
This quote is not attributable to Antoine de Saint-Exupéry.