On Sun, Aug 12, 2007 at 17:16:43 +0200,
  Benoit Timbert <[EMAIL PROTECTED]> wrote:
> 
> AFAIK the leader movement is something more or less critical for balancing
> maps, so while other traits might only have a minor effect on the balance, 
> quick
> for leaders might really unbalances maps in multiplayer...
> For the single player mode, it might be nice, through.

Initially I will look at not applying traits to units with canrecruit=1 so
that leaders will not get unbalancing traits. I will look and see if I can
do this in a way that would allow traits to be selectively allowed in the
future.
Testing this in MP is also important, because the time that these traits
is different than for recruiting and that might (but shouldn't) be a problem
in MP.

> Yes, giving by default the loyal trait to leaders is a good idea.
> While it doesn't change the gameplay, it makes this information visible.

I'll do this.

> Well the problem is the 'undead' trait/ability comes from the race attributes,
> not from the individual unit type. All comes from the not_living=yes... The
> trait itself is just here to display this information. And since traits are
> given by race, it's more convenient this way.
> The same applies to the 'mechanical' units.

This was kind of why I wanted to do it as an ability. Right now there is
a hack for undead. Instead of changing to an ability, I could add another
hack to cover mechanical. I am thinking it might be better to make something
a bit more generic for generate_traits to get these added for a race in
spite of other traits. If make some changes to how generate_traits works
I may have it such that people essentially never turn it off.

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