URL:
  <http://gna.org/bugs/?13074>

                 Summary: add recall_cost key to [unit_type] and [unit] tags
                 Project: Battle for Wesnoth
            Submitted by: darker_dreams
            Submitted on: Thursday 02/26/2009 at 17:41
                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
http://www.wesnoth.org/forum/viewtopic.php?f=12&t=17228&p=242876#p242876 and
is related to numerous other discussions of the same type.

This feature request is different than, but related to,
https://gna.org/bugs/index.php?13073

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.

The proposal is to implement a recall_cost= key in the [unit] and [unit_type]
tags, which functions similarly to the cost= key. This would allow UMC
designers to alter recall costs based on the specialized nature of units
(such as units which are easier or more difficult to maintain access to for
story reasons). Alternately, it would provide an additional point of balance
for campaign designers who wish to use it to balance the “weaker” options
of dead-end advanced units over those with further advancement potential. 




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