URL:
<http://gna.org/patch/?4712>
Summary: Add a deterministic combat option
Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fri 23 May 2014 02:53:32 AM UTC
Priority: 5 - Normal
Status: None
Privacy: Public
Assigned to: None
Originator Email: [email protected]
Open/Closed: Open
Discussion Lock: Any
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Details:
Here's a small patch I cooked up quickly that I enjoy very much. It simply
adds a "deterministic combat" option, in which every attack which was an x%
chance of doing y damage is converted to a 100% chance of doing y*x/100
damage. So you always do the "expected value" of your damage. This makes
Wesnoth almost completely deterministic, and I find it very enjoyable, but it
doesn't upset the balance of play because all units still do the same average
damage over time. With deterministic combat turned on, there's no more hoping
you hit, you can plan a couple of turns in advance, the game plays something
like Stratego. I realize this may be outside the scope of the design of the
game, but it's such a small, simple patch and it really changes the character
of the play in a way that I find very enjoyable, so I thought I would submit
it in case others might enjoy trying it and in case there's an off chance the
maintainers/developers would decide to put this in the mainstream. My
apologies for not having the time to figure out how to use github and submit a
"pull request". But I do attach a patch file generated by "git diff" from a
clone just made this evening, so it should be pretty easy to apply for anyone
curious.
So, to anyone who decides to give this a whirl, enjoy!
Glen Whitney
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File Attachments:
-------------------------------------------------------
Date: Fri 23 May 2014 02:53:33 AM UTC Name: WesnothDeterministicCombat.patch
Size: 3kB By: None
"git diff" patch to a clone from 2014 May 22 implementing
deterministic combat
<http://gna.org/patch/download.php?file_id=20792>
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<http://gna.org/patch/?4712>
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