WML for different victory conditions

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zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

WML for different victory conditions

Post by zookeeper »

I've added a new page to the wiki, under UsefulWMLFragments, which currently has the code for just one special victory condition (victory by controlling x% of villages on the map).

I'm quite interested in multiplayer scenarios that have some real events, objectives or are otherwise a break from the usual "defeat enemy leaders". This isn't to say that "defeating enemy leaders" can't be the ultimate objective in the scenario, it's just that I feel that there should at least be a twist to it. Something that changes how the scenario is played strategically/tactically. So if you have ideas of different multiplayer scenarios and/or objectives, please post them here.

I'll probably look next into doing macros for a scenario for three or more players, where the objective is to control an item for a set number of turns. Grab the item and you get it (and some bonus it gives you). Kill the one holding the item and you get it to yourself, at which point all the other players will probably gang up on you, etc.
Steelclad Brian
Posts: 110
Joined: November 15th, 2005, 5:26 am

Re: WML for different victory conditions

Post by Steelclad Brian »

I agree completely. If I had any idea how to do balanced multiplayer maps I'd be very strongly tempted to try and implement some of the multiplayer game types used in the Myth series. An example:

Territories - There are anywhere between 6 to 9 territory flags. In Myth a flag is captured when you have a friendly unit close to the flag and there are no enemy units nearby. The game is on a time limit, and is won by either having the most flags at the end of the game or mid-game by capturing all of the flags. If a flag is contested when time runs out, the game enters sudden death, and continues until there are no uncontested flags.

In Wesnoth, the most obvious example to me would be to have a number of relatively defensible hexes declared as objectives. You capture them much in the same way you capture villages. I think it would be nice to not have the flag itself be a tremendously defensible point like a village or a lone castle hex, but instead simply have strong terrain nearby. If you make the goal something like a village, it seems to me that it's defense becomes less involving: you simply stick a really hard defensible unit on the village and thats pretty much most of the battle right there. If the flag is instead something hard to defend surrounded by defensible structures, then it really becomes a battle for the area as opposed to the hex itself.

From there, the player with the most objectives controlled at the end of the game wins.

It also strikes me that with that version, the optimum way to win the game would be to wait until the last turns and then run in and try and steal the single hex with overwhelming force. You'd probably want a flag to only exchange hands at the beginning of a player's turn (So if Red captures a flag, he officially gains control of it at the beginning of his next turn) so that the enemy would have a chance to take it back before a win is declared.
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Ranger M
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Joined: December 8th, 2005, 9:13 pm
Location: England

Post by Ranger M »

just a thought, but could you controll areas on the map wich allows you to recruit things, so you start off with say, a few scouts, and then you capture a particular castle which allows you to recruit something better, etc
Taurus
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Location: Canada

Post by Taurus »

Ranger M wrote:just a thought, but could you controll areas on the map wich allows you to recruit things, so you start off with say, a few scouts, and then you capture a particular castle which allows you to recruit something better, etc
I am not sure about Multiplayer but in single player it wouldn't be too difficult.

Just code a series of events. Such as when a leader moves to a keep:

[event]
name=moveto
[filter]
description=Konrad #or your leader
x=1-4 #or whattever the castle tiles are
y=1-4
[/filter]

allow_recruit=Elvish Fighter
[/event]

And then when he moves off the keep, code a similar event for the next few tiles around - one of which the leader has to move on in order to leave the keep:

[event]
name=moveto
[filter]
description=Konrad
x=4-8
y=4-8
[/filter]

disallow_recruit=Elvish Fighter
[/event]

Repeat for the next keep.

I am just writing the code of the top of my head so please correct me if I made any mistakes.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
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