--- Log opened Thu Nov 01 00:00:43 2018 20181101 00:01:52-!- celmin|away is now known as celticminstrel 20181101 00:02:49< celticminstrel> Modifications should be able to include new unit types, yes... might be a little tricky to get that working for an SP mod though. 20181101 00:03:29< celticminstrel> Did someone pre-empt my idea for a transport ships mod? 20181101 00:03:53< celticminstrel> Only asking because that's one example I can think of where you might want to add a unit in a modification. 20181101 00:14:35-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-umc-dev 20181101 01:55:41< hk238> I don't mean to put down your idea celticminstrel but isn't transport or some form of transport included in the FPI section? 20181101 01:55:53< celticminstrel> ... 20181101 01:56:11< celticminstrel> Whether it is or not really has nothing to do with whether someone wants to do it as an addon. 20181101 01:56:32< celticminstrel> I don't know if it's there. Maybe. 20181101 01:56:55< celticminstrel> I know I started working on an addon that does it a couple years ago, but never got very far on it.. 20181101 01:58:45< hk238> https://wiki.wesnoth.org/FrequentlyProposedIdeas#There_should_be_transportation_units_in_the_game_that_can_carry_other_units. 20181101 01:59:00< celticminstrel> Oh it's on the wiki now? 20181101 01:59:13< hk238> I just googled.. So I guess? :D 20181101 01:59:24< celticminstrel> I think it may actually be done in SotBE already, too. 20181101 01:59:39< celticminstrel> Maybe not a fully-functional implementation though. 20181101 02:03:00< hk238> transport ships in particular might be reasonable I think, adds a twist to water based maps 20181101 02:03:31< hk238> Although we already have merman speedboats and such. :D 20181101 02:03:57< celticminstrel> But there's no good support for island maps. 20181101 02:04:26< celticminstrel> Most units wouldn't even be able to travel between the islands. 20181101 02:06:48< hk238> ah that's what I mean kind of, then you could 20181101 02:07:31< hk238> Hmm maybe I should do that 'default revised' add-on and call it modestly 'King's Default' 20181101 02:07:33< hk238> :D 20181101 02:07:38< hk238> or Kings'? 20181101 02:07:55< celticminstrel> "King's" - belonging to a king 20181101 02:08:04< celticminstrel> "Kings' " - belonging to multiple kings. 20181101 02:08:20< hk238> Right :D Okay maybe that was a bad idea 20181101 02:08:54< hk238> Like.. add 1 attack to each unit (on average) 20181101 02:09:00< hk238> and make sure each attack has at least 1 weaponspecial 20181101 02:09:05< hk238> and each unit at least 1 ability 20181101 02:09:11< hk238> should make things more interesting 20181101 02:09:16< hk238> depending on the design of course 20181101 02:14:48< hk238> Hmm I thought about including a 'banshee' unit to the vampire faction, with a scream attack, but melee instead of ranged 20181101 02:48:31< hk238> There are some reasonable suggestions in the FPI though 20181101 02:49:22< hk238> I mean like approximately half of them are actually pretty good 20181101 02:51:22< hk238> a quick summary 20181101 02:51:51< hk238> Options which affect gameplay.. well duh. All mods are basically options anyway. 20181101 02:52:30< hk238> New races or factions.. I guess this is only about whether they should be included among the mainline factions. But of course people want to see more races and factions and it's great. But hat can happen in the UMC department. :D 20181101 02:53:16< hk238> More units.. Hmm? :D I mean it's not that the suggestions is bad in and on itself, rather that actual suggestions should be about specific units, rather than the general notion of adding more units. 20181101 02:54:36< hk238> Castles should be more difficult to attack. I think this is actually a very important point. The way terrain affects gameplay is a little isomorphic with the exception of villages and mountains. Or maybe that's a wrong word, but it seems the terrain doesn't have an abstract characteristic that would somehow manifest itself in the gameplay mechanics 20181101 02:55:40< hk238> Magic spell system..... Manapoints.. Yeah these would be considerable expansiosn to the 'action system' of wesnoth, which is basically compsoed of 'move' and 'attack' 20181101 02:56:34< hk238> Sides should be able to build buildings. Well I think this is definitely a good suggestion. The general notion of there being player - terrain interactions. Specific systems for building buildings might fail, but the generic notion I think is deinitely a good suggestion 20181101 02:57:27< hk238> different types of resources.. Well that's also a great suggestion, but hard to combine with the current gameplay. I mean if controlling some part of the map (i.e. some villages) would produce different types of resources, then it would tie to strategic points of the game such as 20181101 02:57:39< hk238> you would be able to more easily build units of certain type by holding certain parts of the map 20181101 02:57:47< hk238> but it's hard to see how to make that work well 20181101 02:58:10< hk238> Items.. well yeah. Items could be great. And are great, in many addons 20181101 02:58:42< hk238> More traits... It's one of the possible approaches for increasing diversity, but hard to use traits for that end well I think 20181101 02:59:09< hk238> then we have the ships+transportation combo, which could work, perhaps more so in a tailored scenario rather everywhere in the game 20181101 02:59:24< hk238> fear/morale system. This is also a good system suggestion 20181101 02:59:54< hk238> taking the two hexes into account in combat.. Well I've proposed that myself, and I think it's a great suggestion 20181101 02:59:55< hk238> :D 20181101 03:00:21< hk238> Units leveling up should not get full healing.. I think it's a good suggestion. But difficult to assess 20181101 03:00:57< hk238> Shrouded factions.. Yeah I could see that as an alternative to random 20181101 03:01:18< hk238> Seasonal changes.. It's also a good suggestion. But perhaps again not something that can work in wesnoth globally, but a mod perhaps 20181101 03:01:48< hk238> so overall I think the suggestions in the FPI section are pretty good. Although some are clearly bad like multi-hex monsters 20181101 03:02:00< hk238> and even that's not horrible 20181101 03:02:15< hk238> It would just conflict a lot with current mechanics 20181101 03:02:24< hk238> although thinking about it multihex monsters could work 20181101 03:02:35< hk238> for an example... You have water monster + tentacles of the deep 20181101 03:02:42< hk238> if you defeat the water monster, also tentacles are defeated 20181101 03:14:42-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20181101 03:30:43< celticminstrel> hk238: FTR, more units have been added in master, such as the djinn or wyvern rider. 20181101 03:31:05< celticminstrel> And of course the entire khalifate (now dunefolk) was new units. 20181101 03:31:58< celticminstrel> And I want to add Elvish Hunter to mainline (I think people are largely in support of this) though of course not to the Rebels faction. 20181101 03:32:16< celticminstrel> The main trouble with new units is that you can't really add much to the default faction without totally unbalancing it. 20181101 03:32:43< celticminstrel> ^default era 20181101 03:32:52< celticminstrel> So new units would have to be either free units or belonging to an entirely new era. 20181101 04:06:36-!- celticminstrel is now known as celmin|sleep 20181101 07:10:32-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20181101 09:36:37-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-umc-dev 20181101 09:36:55< vn971> I wonder, can there be a bug in the recent commits of 1.14? :thinking: 20181101 09:37:10< vn971> because I'm starting an Afterlife game, and copied units have 1HP only somewhy. 20181101 09:37:46< vn971> compiled from commit 252fad (made 3 days ago). 20181101 09:39:44< vn971> nothing like that on the issues page: https://github.com/wesnoth/wesnoth/issues?q=is%3Aopen+is%3Aissue 20181101 11:17:09-!- hk238 [~kvirc@unaffiliated/hk238] has quit [Quit: KVIrc 5.0.0 Aria http://www.kvirc.net/] 20181101 22:58:07-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20181101 23:34:48-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20181101 23:58:52-!- celmin|sleep is now known as celticminstrel --- Log closed Fri Nov 02 00:00:45 2018