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Wezzy mod time!

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Post by Kasrkin Seath Sat Nov 28, 2009 3:26 pm

Peoplz:
Kasrkin Seath
Gold Spartan5
Sargent Bilco
Arty

wanna help? say so, most of the stuff isn't that hard.


To do list:
Attempt Morale System
Attempt Fatigue System
Create Western Army Faction
Create Transport Ability
Create Dock's Terrain Type
Create Naval Units
Decide on Story
---Complete by 2/1/2010---

The focus is on changes to the gameplay, not aesthetics, for now.


UNITS

Militia
-Human
-Like conscript minus the trenchcoat thing, and has no helmet
-Uses a Mace

Prisoner
-Human
-Like the Human Thug unit already in the game, but with no armor
-Uses a Mace

Level 0
=====
Militia
-->Soldier
-->Guardsman
-->Irregular

Conscript
Wezzy mod time! Masteratarmscrossbow2
-->Soldier
-->Gunman
-->Guardsman

Prisoner
-->Irregular

Rider
-->Scout

Kashin Villager
-->Kashin Warrior
-->Kashin Adept
-->Kashin Hunter

Wolf Pup
-->War Wolf

=====
Level 1
=====
Sergeant
-->Lieutenant

Soldier
Wezzy mod time! Seathmod2
-->Swordsman
-->Crossbowman

Gunman
-->Rifleman

Guardsman
-->Sentinel

Irregular
-->Skirmisher
-->Shock Trooper

Scout
-->Dragoon
-->Interceptor

Engineer
-->Master Engineer

Kashin Warrior
-->Spellsword
-->Beserker

Kashin Adept
-->Kashin Mage
-->Kashin Apothecary

Kashin Hunter
-->Kashin Pathfinder
-->Kashin Stalker

War Wolf
-->Dire Wolf

=====
Level 2
=====

Lieutenant
-->General

Swordsman
-->Champion

Crossbowman

Rifleman
-->Sniper

Sentinel

Skirmisher

Shock Trooper

Dragoon

Interceptor

Master Engineer
-->Steam Tank (Level Cool
-->Mech Thingy (Level Cool

Kashin Spellsword
-->Blademaster

Kashin Beserker

Kashin Mage
-->Kashin Warlock
-->Kashin Seer

Kashin Apothecary

Kashin Pathfinder
-->Protector

Kashin Stalker
-->Night Claw

Dire Wolf
-->Thunder Wolf

=====
Level 3
=====

General

Chamopion

Sniper

Master Engineer

Kashin Blademaster

Kashin Warlock

Kashin Seer

Kashin Protector

Kashin Night Claw

Thunder Wolf

=====
Level 8
=====
*Placed here so that they are costly to field
Steamtank

Mech Thingy



PROGRESS REPORT
***11/28/09*** Start
12/3/09 - Naval Unit Movetypes created


Last edited by Kasrkin Seath on Sat Dec 19, 2009 9:28 am; edited 12 times in total
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Post by CivBase Sat Nov 28, 2009 3:28 pm

Wezzy? Wessy? Wesnoth?
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Post by Gold Spartan Sat Nov 28, 2009 3:29 pm

Battle for Wesnoth.
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Post by CivBase Sat Nov 28, 2009 3:30 pm

Oh... I thought you were talking about the other Wesnoth... Rolling Eyes
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Post by Gold Spartan Sat Nov 28, 2009 3:31 pm

CivBase wrote:Oh... I thought you were talking about the other Wesnoth... Rolling Eyes
Not everyone knows what it means...
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Post by CivBase Sat Nov 28, 2009 3:32 pm

Gold Spartan5 wrote:
CivBase wrote:Oh... I thought you were talking about the other Wesnoth... Rolling Eyes
Not everyone knows what it means...
Sure they don't... Rolling Eyes
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Post by Gold Spartan Sat Nov 28, 2009 3:43 pm

Back on topic:
So what other factions should be implemented, or more importantly, what time period do you want to focus on?
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Post by Kasrkin Seath Sat Nov 28, 2009 3:57 pm

I think we should do something like either Humans or Anubians as other major factions, and then cover the rest of the races in one big meta faction.

The big faction would just have the units of the other races, it wouldn't be playable, just be there for campaign so the other races are in the game
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Post by Gold Spartan Sat Nov 28, 2009 3:59 pm

I would rather have it fighting Anubians rather than humans. With humans being extremely OP when compared to the beasts.
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Post by Kasrkin Seath Sat Nov 28, 2009 4:00 pm

Humans are uberly underpowered if you take them from the backstory, in the time when Humans have at most as much tech as the beasts. They would be a faction that emphasizes quantity over quality
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Post by Gold Spartan Sat Nov 28, 2009 4:02 pm

hmmm, then I guess having humans wouldnt be all that bad.
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Post by Angatar Sat Nov 28, 2009 4:17 pm

What ever happened to your Halo-Wesnoth mod?
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Post by Kasrkin Seath Sat Nov 28, 2009 4:34 pm

We gave up when we remembered that ranged units would suck and we didn't want to change terrain types
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Post by Kasrkin Seath Sun Nov 29, 2009 8:43 am

I think if we can, we should try and put in both a Morale and Fatigue system(s)



Morale
(modified after some imaginary situations during a game of wezzy... units would have fled way to much)

This system would cause units to flee, using all actions to move away from combat, for a specific amount of turns(or spaces).
For example

On the level of an individual unit...
We could use a value to determine wether a unit retreats or not.
Lets just say that when the value is 10 or higher, they retreat

The starting value should be based on a units level(special abilities could also effect this)
so... something like:
Level 0- 5
Level 1- 4
Level 2- 3
Level 3- 2
Level 4- 1
Level 5- 0

The higher the level, the more points that value needs to go up for them to retreat.


Now, what would cause that value to increase?
It could be any of the following:

Taking damage
-For damage, you could say for every 50% of a units health that is missing, that value goes up by one.

Nearby allied units being killed
-For every adjacent allied unit, the value goes down by one. If a nearby allied unit got killed, it would essentially raise the value beacuse the bonus they gave disappears.

The number of enemy units nearby
-For every adjacent enemy unit, the value goes up an amount equal to their level

Time of day
-A unit would gain a point for the time of day when it is at a disadvantage, and lose one at the time of day when it is at an advantage


The two most important ones deal with nearby allied and enemy units.
Here is an example that will emphasize the importance in numbers with this system...

Now, lets just say you have three level 0 units, and the enemy has them surrounded on three sides with level 1's
Logic would tell you that they some should have passed 10 already. taking just the enemy units into consideration, the values would be 10, 9, 10(from side, to middle, to the other side). The two ends should have retreated. However, since the three units are right next to each other, that is not the case. taking nearby allies into account, it is really 9, 7, 9

Also, lastly, abilities could be associated with the Morale System. Units with special 'No Retreat' Abilities would become very usefull, and if the leadership ability also lowered the value/kept units from retreating, units with it would become invaluable. Suddenly, you would find an emphasis on leader units and breaking through enemy lines to kill them.




Fatigue

Simply put, this is just a system which would keep units from fighting and moving forever without stopping for a break.

Basically, it breaks down into a matter of condition. There is not tired, and there is tired.
This would also be represented with a value system.

Lets just say a Unit has a value of 0 to start with, and if it becomes equal to or higher than 6 they become tired. At 12 they become exhausted.
When they are tired, they would get a penalty, like half movement, half attacks or something. Maybe a reduction in damage even.

Things that make the value go up -
Moving
-Moving at all would make it go up by one
Attacking
-Attacking at all would make it go up by one
Defending
-Defending would make it go up by one

This means that a unit has at most two turns of full fighting in it.

Now, what makes it go down?
Not doing anything on a turn
-That means no attacking or moving, it would go down by two
Being on a Village
-Being on a village causes it to drop by two

This system could also have some attributes associated with it, like ones that keep a unit from suffering penalties, or one which is equivalent to leadership, but for Fatigue.

Overall, the system would force players to cycle troops and keep them from relying on a specific group of them.


Last edited by Kasrkin Seath on Sun Nov 29, 2009 12:47 pm; edited 2 times in total
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Post by Gold Spartan Sun Nov 29, 2009 8:47 am

Yes, Morale and Fatigue should be added if possible.
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Post by Kasrkin Seath Sun Nov 29, 2009 11:48 am

we needz ships
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Post by Gold Spartan Sun Nov 29, 2009 1:03 pm

Kasrkin Seath wrote:we needz ships
Yes, we do.
Can Bilco make ships using sprites?
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Post by Kasrkin Seath Sun Nov 29, 2009 1:27 pm

yesses. The hard part will be the code
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Post by Gold Spartan Sun Nov 29, 2009 1:28 pm

Kasrkin Seath wrote:yesses. The hard part will be the code
Which I am figuring out...Slowly.
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Post by Kasrkin Seath Sun Nov 29, 2009 1:47 pm

For ships, we would only need WML for new terrain, adding them to factions, new movement type for ships, and for any abilities they have.

The unit, as far as stats go, can be done in notepade
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Post by CivBase Sun Nov 29, 2009 2:19 pm

So this is futuristic?
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Post by Kasrkin Seath Sun Nov 29, 2009 2:37 pm

no, opposite
Ships as in Naval Vessels in water, lol
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Post by CivBase Sun Nov 29, 2009 3:06 pm

Oh, lol
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Post by Gold Spartan Sun Nov 29, 2009 3:13 pm

I seems I need to learn how to code at a faster rate with the completion date you've set. Smile
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Post by Kasrkin Seath Mon Nov 30, 2009 4:15 pm

Thats just something to shoot for, I doubt we will make that..
As far as what is priority, I think getting the code for the new terrain type(for ships) and the code to make the new movement types is most important. I'll elaborate more on those later.

Also, if you dont want to do EE there is another setting I have in mind, and its completely original(er... rot made the world setting, I made the region)

We'll have to talk more about what setting we want to use, but if you have an idea, shoot.


As for ships, I have thought of some basic Classes to work off of.
*note that it details all aspects of the base ship, some factions might not get all types, they might get special types, and they could have variants of these

Some things to know first...

Ships are resistant to most attacks, but are weak to Impact and Fire
There are three movement types
Boat - Can move in all water
Ship, Light - Cannot move in Shallows
Ship, heavy - Can only move in Deep Water

Lastly, the classifications
Scout - duh
Transport - double duh
Warship - A supporting ship role, not for killing other ships but other ocean creatures/units and land units on the shore
Ship Killer - A ship dedicated to killing other ships
Format:
Name
Role:
Movement: Movement type/spaces
Attack 1: Type, Name, Damage
Attack 2: Type, Name, Damage
HP:
Cost:


Level 1

Boat
Role: Scout
Movement: Boat/8
Attack 1: Ranged/Bow(Piercing)/6-3
HP: 25
Cost: 20

Level 2

Barge
Role: Transport (Transports 3 units)
Movement: Boat/6
Attack 1: Ranged/Bow(Piercing)/6-3
HP: 30
Cost: 35

Battle Barge
Role: Warship
Movement: Boat/6
Attack 1: Ranged/Bow(Piercing)/6-3
Attack 2: Ranged/Catapault(Impact)/10-2
HP: 30
Cost: 35

Level 3

Galley
Role: Warship
Movement: Ship, Light/8
Attack 1: Ranged/Bow(Piercing)/6-6
Attack 2: Ranged/Catapault(Impact)/10-2
HP: 45
Cost: 50

Trireme
Role: Ship Killer
Movement: Ship, Light/8
Attack 1: Ranged/Catapault(impact)/10-2
Attack 2: Melee/Ram(Impact)/30-1
HP: 30
Cost: 45

Level 4

Galleon (transports 10 units)
Role: Warship/Transport
Movement: Ship, Light/6
Attack 1: Ranged/Bow(Piercing)/6-6
HP: 60
Cost: 70

Destroyer
Role: Warship
Movement: Ship, Heavy/6
Attack 1: Ranged/Ballista(Piercing)/20-2 - Marksman
Attack 2: Ranged/Catapault(Fire)/25-1
HP: 70
Cost: 90

Level 5

Battleship
Role:Ship Killer
Movement: Ship, Heavy/5
Attack 1: Ranged/Ballistae(Piercing)/20-4 - Marksman
Attack 2: Ranged/Catapault(Fire)/25-2
HP: 120
Cost: 150
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