Defense of (ruined?) castle tiles
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Defense of (ruined?) castle tiles
I want to place a castle in a swamp. I want it to be clear to the player that this is a castle tile (I assume this means not using 'castle overlay'). I want the defense to be that of a swamp, no benefit from the castle. I would have thought that's what a "ruined" castle does, but I guess that's just appearance?
I guess maybe I could set the terrain as Ss^Cov and then place an image on the tile?
I did find the castle tutorial while searching for [terrain] to see if it would take image= in addition to terrain=, but it seems a lot deeper than I care to go.
Before I make things too complicated, am I missing an easy approach?
TIA
I guess maybe I could set the terrain as Ss^Cov and then place an image on the tile?
I did find the castle tutorial while searching for [terrain] to see if it would take image= in addition to terrain=, but it seems a lot deeper than I care to go.
Before I make things too complicated, am I missing an easy approach?
TIA
Speak softly, and carry Doombringer.
- Atreides
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Re: Defense of (ruined?) castle tiles
Is that wise? Making the player think it's a castle but have it work like a swamp? Or is the deception intentional?
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Re: Defense of (ruined?) castle tiles
I'm not trying to deceive, I specifically want it to look like a castle so they know they can recruit (always bugs me when castle tiles aren't obvious). But I don't want them to use it as a place to hide either. I guess making it look like a castle but not give defense could be deceitful.
I'm surprised that ruined doesn't do just this. A castle gives defense and recruiting, a ruined castle gives recruiting but no defense -- at least that's the way it would be if it were up to me.
I'm surprised that ruined doesn't do just this. A castle gives defense and recruiting, a ruined castle gives recruiting but no defense -- at least that's the way it would be if it were up to me.
Speak softly, and carry Doombringer.
- Atreides
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Re: Defense of (ruined?) castle tiles
Ah I see what you mean. You look at a ruined castle and think that is a wreck that doesn't help the defenders. Looks like Wesnoth though decided that it's only a "little" ruined. LOL. I believe it is mainly a cosmetic difference. "Ruined" but still fully functional. Yep, I see what you mean. It is a bit of a contradiction.
In any case I recall that you can make any hex a recruitment spot, no matter what terrain it is.
In any case I recall that you can make any hex a recruitment spot, no matter what terrain it is.
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Re: Defense of (ruined?) castle tiles
Yes, with a castle overlay. But it doesn't change the way the tile looks so the player only knows if they think to check.
I tried placing an image over one, but it doesn't look right. A real castle tile looks different depending on the adjacent tiles (making a nice looking castle). An image is static.
Oh well. I ended up just having swamp castle tiles cause poison and slow.
I've also been toying with the idea of a leader who can recruit wherever he wants (or at least on any adjacent tile). That one seems tricky.
Speak softly, and carry Doombringer.
- Atreides
- Posts: 1078
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
Re: Defense of (ruined?) castle tiles
No need to reinvent the wheel. Check out Monster Hunt 2.0, the monster can recruit next to itself anywhere on the map.white_haired_uncle wrote: ↑April 4th, 2024, 5:01 pmYes, with a castle overlay. But it doesn't change the way the tile looks so the player only knows if they think to check.
I tried placing an image over one, but it doesn't look right. A real castle tile looks different depending on the adjacent tiles (making a nice looking castle). An image is static.
Oh well. I ended up just having swamp castle tiles cause poison and slow.
I've also been toying with the idea of a leader who can recruit wherever he wants (or at least on any adjacent tile). That one seems tricky.