Levelling up during opponent's turn: No choices?
Moderator: Forum Moderators
- Kip-of-teh-Mud
- Posts: 9
- Joined: July 5th, 2009, 9:01 pm
Levelling up during opponent's turn: No choices?
I just had a game in multiplayer when my opponent's attack made my Drake Burner level up. The Burner went immediately to a Flare without any dialogue. Is this a feature?
Re: Levelling up during opponent's turn: No choices?
Yes. The level up choice is made randomly.
Re: Levelling up during opponent's turn: No choices?
NRPIOTTANTO: No required player input on turns that are not their own.uzy5o wrote:Yes. The level up choice is made randomly.
Re: Levelling up during opponent's turn: No choices?
There is also the PresetAdvencement Era on both 1.6 and 1.7 (but I don´t think I´ve checked if it actually works on 1.7.2).
/tsr
/tsr
- Kip-of-teh-Mud
- Posts: 9
- Joined: July 5th, 2009, 9:01 pm
Re: Levelling up during opponent's turn: No choices?
oic, just like everything in this game, this has already been thoroughly debated.
TMBLTMHWDAISSF: that must be like the most hilarious wesnoth design acronym i've seen so farJW wrote:NRPIOTTANTO: No required player input on turns that are not their own.
-
- Retired Developer
- Posts: 1086
- Joined: September 16th, 2005, 5:44 am
- Location: Hamburg, Germany
Re: Levelling up during opponent's turn: No choices?
This is actually not a preference of some kind but a principle of the games code architecture. Changing it would cause significant side effects and make the code considerably more complex (and believe me, it is complex enough already ).JW wrote:No required player input on turns that are not their own.
While we understand and agree with your point, that choosing the level-up every time would be desirable, this is what was holding us back from introducing such a change.
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
Re: Levelling up during opponent's turn: No choices?
Eventhough this goes against the KISS princible, and would probably not be too easy to implement into the GUI, but you could make it in away, that a player (in MP) gives his preference to what his unit should advance when it does advance, not stopping the game flow.
(say you see your unit is about to advance soon, you tell the game your archer should advance to a longbow elf, but it does so only after the opponents turn is on and he attacks you). Just a though anyway.
(say you see your unit is about to advance soon, you tell the game your archer should advance to a longbow elf, but it does so only after the opponents turn is on and he attacks you). Just a though anyway.
Re: Levelling up during opponent's turn: No choices?
I would guess that's what the preset advancement era that tsr mentioned is about.
Re: Levelling up during opponent's turn: No choices?
In campaigns, you pick it, though, right?
Rubies for passion, rubies for revenge.
Re: Levelling up during opponent's turn: No choices?
Yeah; I clearly remember chosing how to level up my units after the ai attacked it…The1exile wrote:In campaigns, you pick it, though, right?
Re: Levelling up during opponent's turn: No choices?
I don't understand what's so hard about implementing a feature already found in the single player portion into multiplayer if it works the same way?
If it's doable, then you could have a countdown where the player whose units are leveling up only have a preset amount of time to decide which one to pick (eg. 30 seconds). After that time passes the computer will make the choice automatically. This prevents people who are AFK stopping the game on turns that are not theirs.
If it's doable, then you could have a countdown where the player whose units are leveling up only have a preset amount of time to decide which one to pick (eg. 30 seconds). After that time passes the computer will make the choice automatically. This prevents people who are AFK stopping the game on turns that are not theirs.
Have no fear, Vlad is here!
- Pentarctagon
- Project Manager
- Posts: 5566
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Levelling up during opponent's turn: No choices?
funny thing...i was able to choose what i lvled into during a colloseum match during the computer's turn too .
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Levelling up during opponent's turn: No choices?
This has, of course, been discussed in great detail already.
Both to simplify the game flow -- make it that you never have to wait for someone else to make a decision during your turn -- and to simplify the code and architecture of Wesnoth's multiplayer system, we use the current design.
Yes, there are ways we could go to get around it, like allow a player to choose up front what they'd prefer their advancement to be. But, we prefer to KISS instead, and use the current design.
David
Both to simplify the game flow -- make it that you never have to wait for someone else to make a decision during your turn -- and to simplify the code and architecture of Wesnoth's multiplayer system, we use the current design.
Yes, there are ways we could go to get around it, like allow a player to choose up front what they'd prefer their advancement to be. But, we prefer to KISS instead, and use the current design.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Re: Levelling up during opponent's turn: No choices?
During local games where a human plays a human, you get to choose your advancement during an opponent's turn.JW wrote:No required player input on turns that are not their own.
Re: Levelling up during opponent's turn: No choices?
In a local game you own all sides. It's the same in an online game where you're the only player.jmegner wrote:During local games where a human plays a human, you get to choose your advancement during an opponent's turn.JW wrote:No required player input on turns that are not their own.
"If gameplay requires it, they can be made to live on Venus." -- scott