On 01/26/2012 12:26 AM, Dan Gerhards wrote:
This is well reasoned and argued. I could get behind this, FPI or not.
There are a couple problems I see, but I have a suggestion for fixing
them too.

First, I am not in favor of using 100% of recruit costs. As you say, it
would change Wesnoth from a game where you build an army to a game where
you manage finances. That would rob the campaigns of much of their
appeal (for me at least). It would be easier to test, but that's not
worth the other problems it would cause. So, I do think recalling should
be less than recruiting for high-level units.
Agreed, the radical 100% example was choicen to make the point clear,
not to be the proposed value to go best with.

Second, recalling level-1 units should be *more* than recruiting them
because of their experience and known traits.
Good point.
I propose a system more like this: 10g + 50% of the recruit cost. This
would make most level-1 units a bit more to recall, and higher-level
units less. The higher they are, the higher the discount.
Ah yes. Since I want to make it all customisable for the content designer this
would result in a base cost + relative extra costs.
The syntax could look like:
base_recall_costs=20
relative_recall_costs=0
which reflects the current implementation.
To still make the gold of the AI more comparable to that of the player,
we should make (and use!) a mechanism that easily generates a recall
list for the AI leaders. This also has the advantage of making it more
interesting as you are fighting lots of units with experience. It could
be done pretty easily with a macro, but it would be better in the [side]
tag as "generate_recalls=(number of units)", or something similar.
Good idea, and as Crab already mentioned, this is already doable.
---Dan Gerhards aka beetlenaut
Fabian

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