Wezzy mod time!
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Kasrkin Seath
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Wezzy mod time!
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
-->Soldier
-->Gunman
-->Guardsman
Prisoner
-->Irregular
Rider
-->Scout
Kashin Villager
-->Kashin Warrior
-->Kashin Adept
-->Kashin Hunter
Wolf Pup
-->War Wolf
=====
Level 1
=====
Sergeant
-->Lieutenant
Soldier
-->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
-->Mech Thingy (Level
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
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 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
-->Soldier
-->Gunman
-->Guardsman
Prisoner
-->Irregular
Rider
-->Scout
Kashin Villager
-->Kashin Warrior
-->Kashin Adept
-->Kashin Hunter
Wolf Pup
-->War Wolf
=====
Level 1
=====
Sergeant
-->Lieutenant
Soldier
-->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
-->Mech Thingy (Level
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
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
Not everyone knows what it means...CivBase wrote:Oh... I thought you were talking about the other Wesnoth...
Re: Wezzy mod time!
Sure they don't...Gold Spartan5 wrote:Not everyone knows what it means...CivBase wrote:Oh... I thought you were talking about the other Wesnoth...
Re: Wezzy mod time!
Back on topic:
So what other factions should be implemented, or more importantly, what time period do you want to focus on?
So what other factions should be implemented, or more importantly, what time period do you want to focus on?
Re: Wezzy mod time!
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
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
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
I would rather have it fighting Anubians rather than humans. With humans being extremely OP when compared to the beasts.
Re: Wezzy mod time!
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
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
What ever happened to your Halo-Wesnoth mod?
Angatar- Lord's Personal Minion
- Number of posts : 3862
Age : 29
Location : Long Island
Registration date : 2008-07-18
Re: Wezzy mod time!
We gave up when we remembered that ranged units would suck and we didn't want to change terrain types
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
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.
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
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
we needz ships
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
yesses. The hard part will be the code
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
Which I am figuring out...Slowly.Kasrkin Seath wrote:yesses. The hard part will be the code
Re: Wezzy mod time!
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
The unit, as far as stats go, can be done in notepade
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
no, opposite
Ships as in Naval Vessels in water, lol
Ships as in Naval Vessels in water, lol
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
I seems I need to learn how to code at a faster rate with the completion date you've set.
Re: Wezzy mod time!
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
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
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
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