URL:
<http://gna.org/bugs/?13073>
Summary: add recall= key to [side] and [modify_side] tags
Project: Battle for Wesnoth
Submitted by: darker_dreams
Submitted on: Thursday 02/26/2009 at 17:39
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
Item Group: WML
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.7.x
Operating System: all
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Details:
This proposal was discussed at
http://www.wesnoth.org/forum/viewtopic.php?f=12&t=24200 and is related to
numerous previous discussions of the same type.
Currently there is no effective way to alter the recall cost for units
without altering the game.cfg itself. As recall costs are certainly relevant
to the creators of UMC, and the ability to alter recall costs has been
repeatedly discussed as a point where the game might be improved, this would
be a good place to extend the capability of WML. This would allow the
creators of eras and campaigns to experiment with alternate recall cost
schema without impacting the function of the central game.
While it is possible to create a workaround which refunds a portion of a
unit's recall-price. This workaround requires a greater level of coding savvy
than UMC creators necessarily have. While that can be alleviated by the
presentation of a macro the greater limitation is that this workaround
requires the player have the initial reserve of 20 gold, limiting its utility
in practice.
Thus adding a “recall=” key to the [side] and [modify_side] tags would be
one way to provide campaign creators with the ability to set the recall costs
for their scenarios. This key would accept any numerical value of 0 or
greater and allow that side to recruit units for that amount.
Thus a side definition might appear;
[side]
side=1
controller=human
fog=yes
type=Spearman
id=Varin
name= _ "Varin"
team_name=refugees
canrecruit=1
recruit=null
village_gold=0
recall=0
[/side]
This would define the player's side as having no recruits, no income from
taking villages, but would allow them to recall for free from previous
scenarios, an appropriate representation of a group of refugees.
Further utility would be added by allowing the key to accept the term
“recruit” (ie; recall=recruit) in which case the engine would referr to
the unit .cfg defined recruit value for the recall cost for the unit. This
would allow scenario designers to assume players with the same amount of gold
receive the same forces, without worrying unduly whether the recall list has
been built up with sufficiently high level forces to gain maximum utility, as
the unit costs would provide a balancing mechanism between (for example) a
single level three and multiple lower level units.
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